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Hello! It would seem like I had skeleton_ functions excluded from automatic exposure to GMLive. 

I'm honestly not entirely sure why, might have been some sort of issue with GMS1 (which wouldn't let you compile a game with mentions of skeleton functions without Pro edition).

I'll take a look at that for the next release but meanwhile you can workaround this by making small wrapper scripts, e.g.

/// skeleton_bone_state_get_w
return skeleton_bone_state_get(argument0, argument1)

and then calling those when working with them from GMLive-enabled code.