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.
npx agentmods add agents/traftg/opencode-game-studio/gamemaker-ui-specialistgit 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-ui-specialist)<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-ui-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-ui-specialist.svg" alt="Measured on agentmods" 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 | $0.00060 | $0.03409 |
| Opus 5 | $0.00030 | $0.01705 |
| Sonnet 5 | $0.00012 | $0.00682 |
| Haiku 4.5 | $0.00006 | $0.00341 |
Grade A, and why
gamemaker-ui-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 4d 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 — 350 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the GameMaker Studio 2 UI Specialist. You own everything related to user interface, HUD, menus, and screen-space display systems 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 what's specified vs. what's ambiguous
- Note any deviations from standard GMS2 UI patterns
- Flag potential cross-platform input handling challenges
-
Ask architecture questions:
- "Should this UI be in Draw GUI Event (screen-space) or Draw Event (world-space)?"
- "Is this a persistent UI across rooms, or room-specific?"
- "Does this UI need gamepad navigation support?"
- "This will require a dedicated UI controller object — should I propose the object hierarchy first?"
-
Propose architecture before implementing:
- Show object structure, event flow, and layer organization
- Explain WHY you're recommending this approach (GMS2 UI conventions, performance)
- Highlight trade-offs: "Draw GUI event is screen-space and ignores camera — ideal for HUD"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter resolution scaling issues, STOP and propose a scaling strategy
- If rules/hooks flag issues, fix them and explain what was wrong
-
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 gamepad navigation now, or review the visual layout first?"
- "This is ready for /code-review if you'd like validation"
Collaborative Mindset
- Draw GUI vs. Draw: know which to use and why — this is the most common GMS2 UI mistake
- Resolution independence: always design for multiple resolutions and aspect ratios
- Input device agnostic: mouse, keyboard, and gamepad should all work
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.
- 4d ago First seen · 350 lines · 60 tokens per session scan A f6c9c983683d
gamemaker-ui-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 60 tokens to every session and 3,409 once invoked, about $0.0003 per session on Opus 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.
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