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 skills add AmariahAK/atlarix-skills --skill acr-gamemaker-gmlgit clone --depth 1 https://github.com/AmariahAK/atlarix-skillsWrote 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/skills/amariahak/atlarix-skills/acr-gamemaker-gml)<a href="https://agentmods.dev/skills/amariahak/atlarix-skills/acr-gamemaker-gml"><img src="https://agentmods.dev/badge/skills/amariahak/atlarix-skills/acr-gamemaker-gml/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/skills/amariahak/atlarix-skills/acr-gamemaker-gml"><img src="https://agentmods.dev/badge/skills/amariahak/atlarix-skills/acr-gamemaker-gml.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 | $0.00020 | $0.00576 |
| Opus 5 | $0.00010 | $0.00288 |
| Sonnet 5 | $0.00004 | $0.00115 |
| Haiku 4.5 | $0.00002 | $0.00058 |
Grade A, and why
GameMaker Language (GML) rules for scripts, objects, events, rooms, data structu 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 11d 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 — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GameMaker Language (GML) rules for scripts, objects, events, rooms, data structu
When to use this skill
GameMaker Language (GML) rules for scripts, objects, events, rooms, data structures, and performance-minded game code
Source
Synced from https://github.com/PatrickJS/awesome-cursorrules/tree/main/rules/gamemaker-gml.mdc.
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.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 11d ago First seen · 65 lines · 20 tokens per session scan A bfa476df8667
GameMaker Language (GML) rules for scripts, objects, events, rooms, data structu is a skill published in the GitHub repository AmariahAK/atlarix-skills (2 stars, last pushed 5d ago), licensed Apache-2.0. It adds 20 tokens to every session and 576 once invoked, about $0.0001 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 2026-08-31.
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