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GMLive.gml

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

Updated to 1.0.38 and still getting errors

A topic by kylethompson created Dec 09, 2020 Views: 344 Replies: 6
Viewing posts 1 to 5
(1 edit)

I've been trying to get GMLive to work again ever since I updated to gms2.31 but no luck so far.  This is the error I've been getting:

___________________________________________
############################################################################################
ERROR in
action number 1
of  Step Event0
for object o_A2Boss_Control:
DoAdd :: Execution Error
 at gml_Script_anon_gml_thread_gml_GlobalScript_GMLive_394729_gml_thread_gml_GlobalScript_GMLive (line 12444) -                             } else l_text+="\n called from "+l_js;
############################################################################################
gml_Script_anon_gml_thread_gml_GlobalScript_GMLive_394729_gml_thread_gml_GlobalScript_GMLive (line 12444)
gml_Script_anon_gml_thread_gml_GlobalScript_GMLive_395863_gml_thread_gml_GlobalScript_GMLive (line 12459) -               self.h_error_text=self.h_stack_error(l_pos,l_text);
gml_Script_anon_gml_thread_gml_GlobalScript_GMLive_396413_gml_thread_gml_GlobalScript_GMLive (line 12515) -                                    self.h_proc_error(gml_std_haxe_Exception_caught(l__g).h_native,l_act);
gml_Script_anon_gml_program_gml_GlobalScript_GMLive_112561_gml_program_gml_GlobalScript_GMLive (line 2924) -                      l_th.h_exec();
gml_Script_live_call (line 11277) -                                    var l_th=l_pg.h_call_v(l_scriptName,l_vals,false);
gml_Object_o_A2Boss_Control_Step_0 (line 1) - if live_call() return live_result;


I completely removed GMLive and re-added the new update to the project several times with no luck.  Any advice on how to fix?  Never had any issues with gmlive before

Developer

I could use a snippet of code that causes the problem - you can try making a backup and removing code from o_A2Boss_Control’s Step event until you find what causes this.

(1 edit)

Yes, the error seems to be from this section, which uses the new animations curve feature to ease in/out motions.  This section works completely fine normally, but causes a fatal error when GMLive is running.  Seems like GMLive is working for everything else as normal though :

var _curveStruct = animcurve_get(Ease_InOut);
 var  _channel = animcurve_get_channel(_curveStruct,"x");
 ease_value = animcurve_channel_evaluate(_channel,curve_pos)
Developer (1 edit)

Ah, that would do it - animation curves were added in 2.3.1 so GMLive doesn’t process them yet.

You should be able to workaround this by doing

live_constant_add("Ease_InOut", Ease_InOut);

at the end of obj_gmlive’s Create event

I’ll fix this in the next version and see as to why that error gets to become fatal.

That works, thank you so much!!

I'm getting this exact same error stack, but it's triggered by instance_destroy.  Using 1.0.38 with GMS 2.3.1.53

Developer (1 edit)

Can you run the game in debug mode and see what the value of e.message is (or what e generally is)? I cannot seem to reproduce this locally

Edit: also pushed a new update (1.0.39) with more error handling in this regard.