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GMLive.gml

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

Support for GMLive Room 2.3.7 Layer FX?

A topic by Karlstens created Nov 28, 2021 Views: 329 Replies: 5
Viewing posts 1 to 2

I've created a blank new project in GMS2 ver 2.3.7 and tested both the Room and Object GMLive processes are working as expected, which they are. But unfortunately the new layer Effects don't seem to update via GMLive. If an effect layer is updated either with a simple tweak to the active effect or a new effect type is switched out, the effect turns off within the game session (but at least it doesn't crash).

Developer(+1)

Added layer effect support in 1.0.57 - as one might guess, any new room editor feature has to be manually accounted for to work in GMLive.

Yup, completely understand. I can't thank you enough for the tools you create and develop. 

I will have time this evening to look into the recent update - quickly testing on my coffee break now, importing the latest version that I've acquired from the YoYo Market place, re-importing the updated plug-in files into my project (that was working last night with other room updates without crashing, but no FX updating), I'm now receiving error;

############################################################################################

ERROR in

action number 1

of Async Event: HTTP

for object obj_gmlive:

Unable to find a handler for exception { value : Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event., longMessage : , message : Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event., script : , stacktrace : [ "gml_Script_gml_std_haxe_Exception_thrown:1250","gml_Script_room_goto_live:94","gml_Script_live_room_updated_impl:104","gml_Script_live_async_http_1:151","gml_Script_live_async_http:179","gml_Object_obj_gmlive_Other_62:1",0 ], __exception__ : 1, h_native : { value : "Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event.", longMessage : "", message : "Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event.", script : "", stacktrace : [ "gml_Script

 at gml_Object_obj_gmlive_Other_62 (line 1) - live_async_http();

############################################################################################

gml_Object_obj_gmlive_Other_62 (line 1)

Developer

Well,

Please add a completely empty room, add live_room_start(); to it’s Creation Code, and assign it to live_blank_room in obj_gmlive’s create event.

Did you? It’d be like

live_blank_room = rm_my_room

@YellowAfterlife finally had some time to look into the latest update. Following the return errors I was able to get up and running fairly quickly, I appreciate the guidance. I do run into a crash if I change the "Effect_1" : Effect Type parameter from one effect to a different effect. Is this a current limitation, or have I perhaps missed a step?

Return error below - but I can confirm that I can alter other parameters within an active Effect Type without issue.

___________________________________________ ############################################################################################ FATAL ERROR in Room Creation Code for room rm_blank  fx_set_parameter() - first parameter should be an FX object  at gml_Script_live_room_loader_add_layer (line 297) -                                                  fx_set_parameter(l_fx1,l_pp[?"name"],l_f); ############################################################################################ gml_Script_live_room_loader_add_layer (line 297) gml_Script_live_room_loader_run_impl2 (line 329) -               live_room_loader_add_layer(ds_list_find_value(l_lrs,l_lrk)); gml_Script_live_room_start (line 406) -               live_room_loader_run_impl2(l_rm2); gml_Room_rm_blank_Create (line 1) - live_room_start();

I recall reading on YoYo forums recently that they're also planning further flexibility to layers so that objects/layers may be assigned to them - so it will be interesting to watch how this feature evolves. 


Thanks again for such an awesome tool.

Developer (2 edits)

As documentation for fx_ says, you cannot create effects at runtime if their types didn’t exist in the project when you compiled it. If you want to play around with effect types rather than parameters, make a never-to-be-visited room that has layers with every single effect type on them, and get rid of it when you’re done.