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 rules/patrickjs/awesome-cursorrules/gamemaker-gmlgit clone --depth 1 https://github.com/PatrickJS/awesome-cursorrulesWhat 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 | $0.00000 | $0.00473 |
| Opus 5 | $0.00000 | $0.00236 |
| Sonnet 5 | $0.00000 | $0.00095 |
| Haiku 4.5 | $0.00000 | $0.00047 |
Grade A, and why
gamemaker-gml 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 2d 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 — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GameMaker GML Rules
Code Organization
- Keep object event code short and move reusable behavior into scripts or functions.
- Use clear prefixes or naming conventions for scripts, objects, sprites, rooms, and globals.
- Prefer functions over copy-pasted event blocks.
- Keep create-step-draw responsibilities separate.
- Put initialization in Create, simulation in Step, and rendering-only work in Draw.
GML Style
- Use descriptive variable names and avoid one-letter names outside small loops.
- Prefer local variables with
varor function-scoped declarations over unnecessary instance variables. - Use constants, enums, and macros for repeated identifiers, layer names, states, and collision groups.
- Guard optional instance references with
instance_exists. - Keep global state minimal and document it.
Gameplay Architecture
- Use finite state machines for player, enemy, UI, and game-flow states.
- Keep collision logic explicit and deterministic.
- Separate input collection from action execution.
- Use alarms, timelines, or explicit timers consistently; do not mix patterns without reason.
- Store save data through structured maps/structs and version the save format.
Performance
- Avoid expensive searches such as broad
instance_findor repeated collision scans in every Step event. - Cache frequently used asset IDs, layer IDs, and object references when safe.
- Destroy data structures when no longer needed.
- Use object pooling for frequent projectiles, particles, or short-lived effects when allocation becomes costly.
- Profile before optimizing and keep hot-path code simple.
Debugging and Testing
- Add debug overlays for collision boxes, state, velocity, and AI decisions when useful.
- Use assertions or explicit guard clauses for impossible states.
- Test room transitions, pause/resume, save/load, and controller/keyboard input separately.
- Keep reproducible test rooms for complex mechanics.
Common Mistakes
- Do not put game logic in Draw events.
- Do not create data structures without destroying them.
- Do not rely on room editor instance order for critical behavior.
- Do not hardcode magic numeric state IDs.
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.
- 2d ago First seen · 54 lines · 0 tokens per session scan A 8fedbae86477
gamemaker-gml is a cursor rule published in the GitHub repository PatrickJS/awesome-cursorrules (40,694 stars, last pushed 3mo ago), licensed CC0-1.0. It costs nothing until one of its globs matches a file; then it loads 473 tokens. 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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