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GMLive.gml

Livecoding for GameMaker: Studio / GameMaker Studio 2 · By YellowAfterlife

GMLive not detecting live_call() in newly created object

A topic by Kaiju Games created Nov 18, 2020 Views: 220 Replies: 2
Viewing posts 1 to 3
(1 edit)

Hello!

Just downloaded and included this in my project. GMLive works great with a menu item, and I was only calling live_call() in three different places, including the Create and Draw GUI of said menu object. I then manually created a new object, manually copied the code from the menu object into this one, and ran GMLive. It seemed to be working okay, though I was trying to understand why the Create event wasn't working. I then decided to commit and push to my GIT account. It was after this moment that GMLive in this new object seemed to stop working. The logs say that only 3 files are detected using live_call() (though it should be 5). And no changes happen on game_restart.

I have tried cleaning GMS,  making a completely separate object and using that with GMLive (doens't work), closing and re-running the server, restarting the computer, and nothing seems to get this new object working with GMLive.

Any help? 

GMS IDE2.3.0.529 - Runtime 2.3.0.401 - Win 10 Pro

Thanks!

Update: I removed the extension and added it back and that seemed to have worked! It now detects all of the files where I've placed live_call(). Just an FYI to anyone who's reading this and may have had the same issue. Not sure what broke it to begin with. Will check again next time I create a new object now that I've pushed my changes to GIT.

Developer

Saving the project (Ctrl+S in IDE) and restarting gmlive-server after adding new objects should usually fix it - there is a more broad issue with detecting resource additions since GMS2 can update files on disk out of order.