| name | gmloop-gamemaker-resources |
| description | Create and modify GameMaker resources through structured project tooling. Use when working with objects, events, rooms, scripts, instances, project metadata, or resource relationships. |
GameMaker Resources
Use the available structured project, resource, object, room, script, refactor, and validation capabilities instead of editing GameMaker metadata as unstructured text. Inspect the active tool's capabilities before assuming an operation or payload shape.
Inspect Before Mutation
- Resolve the active
.yyp and confirm the project root.
- Inspect existing resources and relationships before proposing new ones.
- Reuse established naming, folder, parent-object, room-layer, and event conventions.
- Search for an existing resource that already owns the desired behavior.
Do not infer resource identities from filenames alone when structured project metadata is available.
Mutate Through Structured Tools
Prefer the narrowest structured operation that owns the change. Keep resource creation, object-event additions or removals, parent-child inheritance changes, room-instance placement, and project metadata modifications inside the available project-tooling boundaries.
[!IMPORTANT]
Do not use resource metadata operations to write or modify GML gameplay logic code. All GML scripting inside object events or scripts belongs to gmloop-gml-gameplay and gmloop-tooling.
[!TIP]
To generate placeholder sprite frame/layer image assets for the game, use the gmloop_resource_create_image MCP tool (or the gmloop resource create-image CLI command). This lets you generate solid-color PNG files at specific dimensions and colors directly.
Preserve stable resource names and identifiers unless the task explicitly requires a rename. When renaming, use the project-wide refactor transaction so references and metadata change together.
Do not hand-edit .yyp, .yy, or resource ordering as generic JSON. Do not copy opaque resource metadata from another project without resolving its dependencies.
Verify Relationships
After mutation:
- Reinspect the changed resource through the available structured tooling.
- Confirm referenced sprites, objects, scripts, rooms, parents, and instances resolve.
- Check that object events exist in the intended event category and number.
- Confirm room instances are placed on the intended instance layer.
- Run the narrow resource or project validation command, then the relevant build or smoke test.
Report
List every created, updated, renamed, or removed resource; the capability used; the important relationships verified; and any build/runtime validation that could not be completed.