gamemaker-gml

gamemaker-gml is a skill for Claude Code from Mindrally/skills. It costs 76 tokens per session (1,943 once invoked), scanned A, original, Apache-2.0.

A guide to writing game code in GameMaker Language, the programming language used by GameMaker Studio. It explains how scripts, objects, events, rooms, data structures, and gameplay states fit together.

In plain words
What is it for?
Use it to build movement, physics, collisions, state machines, object events, reusable scripts, and room-based gameplay in GameMaker Studio.
Why use it?
It helps keep game behavior understandable as projects grow. It also reduces common problems such as mixing drawing with game logic or leaving manually managed data in memory.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the mindrally-skills plugin — 217 skills shipped together

Good fit Use it to build movement, physics, collisions, state machines, object events, reusable scripts, and room-based gameplay in GameMaker Studio.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mindrally/skills/gamemaker-gml
Install

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.

Any agent
npx skills add Mindrally/skills --skill gamemaker-gml
Clone the repo
git clone --depth 1 https://github.com/Mindrally/skills

Made for: Claude Code.

Or install mindrally-skills, the plugin that ships this one along with the rest of its 217 skills.

Wrote 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.

agentmods badge for gamemaker-gml

README.md
[![agentmods](https://agentmods.dev/badge/skills/mindrally/skills/gamemaker-gml/github.svg)](https://agentmods.dev/skills/mindrally/skills/gamemaker-gml)
Your own site
<a href="https://agentmods.dev/skills/mindrally/skills/gamemaker-gml"><img src="https://agentmods.dev/badge/skills/mindrally/skills/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.

agentmods 80×15 button for gamemaker-gml

Your own site · 80×15
<a href="https://agentmods.dev/skills/mindrally/skills/gamemaker-gml"><img src="https://agentmods.dev/badge/skills/mindrally/skills/gamemaker-gml.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 76 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,943 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00076 $0.01943
Opus 5.5 $0.00030 $0.00777
Sonnet 5.5 $0.00015 $0.00389
Haiku 4.5 $0.00008 $0.00194

Measured 11d ago against content hash c00e6867f19a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 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.

gamemaker-gml/SKILL.md · 139 lines

How it starts

The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.

GameMaker Language (GML) Development

This skill covers writing maintainable, performant game code in GameMaker Language (GML), including code organization, style conventions, gameplay architecture, and performance patterns specific to GameMaker Studio.

Workflow for Building GML Gameplay Features

  1. Design the object — Decide what Create, Step, Draw, Collision, and Alarm events the object needs, and what data it owns.
  2. Initialize in Create — Set default variable values, instantiate data structures (ds_map, ds_list, structs), and cache references (layer IDs, other instance IDs) in the Create event.
  3. Simulate in Step — Put input handling, physics/movement, state machine transitions, and collision response in Step (or Step-adjacent events like Begin/End Step).
  4. Render in Draw — Keep Draw events limited to rendering; never mutate gameplay state there.
  5. Extract reusable logic into scripts — Move any behavior used by more than one object, or any event body that's grown complex, into a named script/function.
  6. Clean up on Destroy/Room End — Destroy any manually created data structures (ds_list_destroy, etc.) and free surfaces to avoid memory leaks.
  7. Profile before optimizing — Use GameMaker's built-in profiler or manual timing (get_timer()) to find actual hot paths before restructuring for performance.

Code Organization

  • Keep object event code short; move any reusable behavior into scripts or named functions instead of duplicating logic across events or objects.
  • Use clear, consistent prefixes or naming conventions for scripts (scr_), objects (obj_), sprites (spr_), rooms (rm_), and global variables/macros, matching whatever convention the project has already established.
  • Prefer functions over copy-pasted event blocks — if the same five lines appear in two objects' Step events, it belongs in a script.
  • Keep Create/Step/Draw responsibilities separate: initialization goes in Create, simulation and logic in Step, and rendering-only work in Draw (and Draw GUI for HUD/UI elements that shouldn't scale/move with the room camera).

Read the full file on GitHub · 139 lines

Changes

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.

  1. 11d ago Changed · +3 lines c00e6867f19a
  2. 1mo ago First seen · 136 lines · 76 tokens per session scan A edbd3c1dbb9d

Subscribe to this mod's changes

gamemaker-gml is a skill published in the GitHub repository Mindrally/skills (278 stars, last pushed 11d ago), licensed Apache-2.0. It adds 76 tokens to every session and 1,943 once invoked, about $0.0003 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 2026-09-03.

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