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 Mindrally/skills --skill gamemaker-gmlgit clone --depth 1 https://github.com/Mindrally/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/mindrally/skills/gamemaker-gml)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.00076 | $0.01943 |
| Opus 5.5 | $0.00030 | $0.00777 |
| Sonnet 5.5 | $0.00015 | $0.00389 |
| Haiku 4.5 | $0.00008 | $0.00194 |
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.
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
- Design the object — Decide what Create, Step, Draw, Collision, and Alarm events the object needs, and what data it owns.
- 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. - Simulate in Step — Put input handling, physics/movement, state machine transitions, and collision response in Step (or Step-adjacent events like Begin/End Step).
- Render in Draw — Keep Draw events limited to rendering; never mutate gameplay state there.
- 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.
- Clean up on Destroy/Room End — Destroy any manually created data structures (
ds_list_destroy, etc.) and free surfaces to avoid memory leaks. - 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).
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 Changed · +3 lines c00e6867f19a
- 1mo ago First seen · 136 lines · 76 tokens per session scan A edbd3c1dbb9d
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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