GMS MCP: GameMaker Development Workflows
Use this skill when working on a local GameMaker project containing a .yyp file. GMS MCP gives an assistant structured tools to understand and change game assets, navigate GML, diagnose project issues, compile and run the game, and interact with supported live-game commands through an optional TCP bridge.
This is the workflow skill pack for GMS MCP by Ampersand Game Studios, an independent, open-source game-development tool, not an official GameMaker product. It is not a project-management or social-media service. The package includes an MCP server and the standalone gms CLI; installing this skill alone does not install or connect the server or grant editing permissions.
Capabilities and setup
| Task |
Tools and workflows |
| Understand game code |
Inspect assets and metadata, find GML definitions and references, explore dependency graphs, and look up GML documentation. |
| Create and edit content |
Create assets, manage object events, place room instances, and edit room layers. |
| Refactor and maintain |
Preview reference-aware renames and deletions, diagnose missing references, and repair resource integrity when requested. |
| Build and run |
Compile and launch through GameMaker's Igor toolchain, manage run sessions, and select installed runtimes. |
| Inspect a running game |
Use supported bridge commands and logs emitted through __mcp_log(); this is not arbitrary GML evaluation, hot reload, or automatic IDE synchronization. |
For package installation and client configuration, follow the project quick start. Use an MCP-capable client such as Cursor, Codex, or Claude Code, or use the CLI without an AI client. The Claude Code plugin is optional.
Before choosing a workflow:
- Confirm the intended project. In an MCP session, call
gm_capabilities and gm_project_info to check the connected project, active profile, and available tools. Do not infer a live connection from configuration files alone.
- For CLI work, check that
command -v gms gms-mcp finds both executables, then run gms-mcp doctor --project from the game's project directory. Building and running require an installed GameMaker runtime and appropriate licence/access credentials; project inspection does not require the IDE to be running.
- Canonical client setup defaults to the read-only
safe profile. Editing and builds require explicitly configured standard/full access and any relevant optional toolsets. Do not change the profile merely to satisfy a read-only request; MCP profiles do not restrict the standalone CLI.
- Keep edits within the requested scope, use existing asset-folder conventions, and avoid concurrent IDE edits. Use version control or a backup before mutations. Project source returned by tools is visible to the connected AI client/provider; never upload proprietary game files or credentials to a public issue.
Read the workflow relevant to the task below, then its command reference when needed. Bridge work also requires the bridge setup guide.
Workflows
Task-focused guides for common GameMaker development tasks.
Creating Things
Modifying Things
Deleting Things
| Workflow |
Task |
| safe-delete |
Check dependencies before deletion |
Understanding Code
Running & Debugging
Project Health
MCP Prompt Catalogue
All MCP prompts are read-only templates: fetching one does not inspect or modify a project. Follow its linked workflow for command detail. For all implementation work, initialize required fields during setup, avoid GameMaker reflective *_exists probes, and place new assets under an intended folder rather than the project root.
Reference
Comprehensive command documentation for when you need syntax details.
| Reference |
Contents |
| asset-types |
Asset types, options, naming conventions |
| event-types |
Event specifications, key codes |
| room-commands |
Room, layer, instance operations |
| workflow-commands |
Duplicate, rename, delete, swap |
| maintenance-commands |
All maintenance operations |
| runtime-options |
Platforms, VM/YYC, bridge |
| symbol-commands |
Index, find, list operations |
| doc-commands |
GML documentation lookup, search, cache |
Quick Commands
# Create
gms asset create object o_name --parent-path "folders/Objects.yy"
gms asset create script scr_name --parent-path "folders/Scripts.yy"
gms event add o_name create
# Run
gms run start
gms run stop
# Find
gms symbol find-definition name
gms symbol find-references name
# Docs
gms doc lookup draw_sprite
gms doc search collision
gms doc list --category Drawing
# Health
gms diagnostics --depth quick
gms maintenance auto --fix
# Delete safely
gms workflow safe-delete --asset-type type --asset-name name # Dry-run
gms workflow safe-delete --asset-type type --asset-name name --apply # Apply
Installation
gms skills install # Install to ~/.claude/skills/
gms skills install --project # Install to ./.claude/skills/
gms skills install --openclaw # Install to ~/.openclaw/skills/
gms skills install --openclaw --project # Install to ./skills/
gms skills list # Show installed skills