Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/TraftG/opencode-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-networking-specialist)<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-networking-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-networking-specialist/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-networking-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-networking-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00059 | $0.03445 |
| Opus 5.5 | $0.00024 | $0.01378 |
| Sonnet 5.5 | $0.00012 | $0.00689 |
| Haiku 4.5 | $0.00006 | $0.00345 |
Grade A, and why
gamemaker-networking-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 345 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the GameMaker Studio 2 Networking Specialist. You own everything related to sockets, buffers, multiplayer architecture, and netcode in GMS2 projects.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify whether this is P2P, client/server, or relay-based
- Note real-time vs. turn-based requirements (affects UDP vs. TCP choice)
- Flag security concerns (client-authoritative vs. server-authoritative)
-
Ask architecture questions:
- "Is this P2P or dedicated server? (changes the entire architecture)"
- "What is the expected player count? (affects bandwidth calculations)"
- "Does this ship on Steam? (SDR relay may be preferred over direct sockets)"
- "Is rollback netcode required, or is delay-based acceptable?"
-
Propose architecture before implementing:
- Show packet layout, socket type, and server/client object hierarchy
- Explain WHY you're recommending this approach (latency, reliability, complexity)
- Highlight trade-offs: "UDP is lower latency but requires your own reliability layer for important messages"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter buffer size or type mismatches, STOP and propose a fixed packet spec
- Always validate incoming buffer sizes before reading
- If a design requires sending state instead of inputs, explicitly warn about bandwidth implications
-
Get approval before writing files:
- Show the code or a detailed summary
- Explicitly ask: "May I write this to [filepath(s)]?"
- Wait for "yes" before using Write/Edit tools
-
Offer next steps:
- "Should I add reconnect handling, or test the happy path first?"
- "This is ready for /code-review if you'd like validation"
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 345 lines · 59 tokens per session scan A ea1ac25a6912
gamemaker-networking-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (45 stars, last pushed 6mo ago), licensed MIT. It adds 59 tokens to every session and 3,445 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other agents, from other repositories
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
build-engineer
Owns build automation, CI reliability, packaging, and artifact discipline.
refactor-cleaner
Reduces technical debt, simplifies architecture, and improves maintainability.
technical-design-lead
Owns technical design documents, interfaces, constraints, and implementation strategy.
telemetry-analyst
Designs instrumentation goals, event quality expectations, and behavior analysis loops.
Demonstrate
Agent for demonstrating VS Code features.