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aceEditor.debugShowToken() isn’t supposed to return anything, but after calling it you can mouseover things in code editor and it’ll show what they are in status bar. Calling it again toggles it back off.

Selectors for code editor elements are commonly like #main .ace-tm .ace_local (when type is shown as “local”)

Done!  I've been able to change almost every thing to resemble its GMS2.3 counterpart. This topic is considered solved. Thank you so much for your patience, YAL!

Which brings me to the last one; since 2.3 came out, we now have our scripts and our functions being colored differently. Essentially, our custom made functions are colored as the built in functions, whereas the script is its own color. Is there a way to do that in GMEdit as well, or is that too much of a hassle to recode that one color change that came in the new version of 2.3?

And this has nothing to do with the topic at hand, but how do I use GMLive with GMEdit? Is there a link you could direct me to so I can dabble with it? Using the switch to GMLive.js prevents me from accessing Edit, so I'm not sure if that's it because I can't access any of my code.

Thanks for the help, YAL!

The IDE’s new highlighting behaviour is a little misleading, isn’t it? After all, a script commonly contains a function of the same name, but it is not highlighted so. I try to not touch highlighting too much since doing so can break themes/plugins that expected original class/token names.

GMLive.js is different from GMLive.gml - it’s for testing little snippets of GML without creating a project.

GMLive.gml integration is mostly akin to using it in regular IDE, but you get little badges indicating that there’s “live” code in files.

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- Yeah, I'm gonna have to agree, it actually makes things a bit more confusing now that my own functions match the colors of the built in ones without a way of editing them. I was lucky enough that I changed my coding style to camelCase specifically to make sure my code is differently written from GML to make things easier to spot for this project.

- Gotcha! Not the same thing.

- So THAT's what those are! I was VERY curious why suddenly half the objects in the game got orange dots on them all of a sudden. That's a pretty awesome touch, I must say.

Quick question; does having the if (live_call()) return live_result; line in create and step and draw at the same time cause any issues to an object updating code on the fly? My character gladly updates my code in the draw event, but has recently not been updating on the fly in the step event when I change simple variables such as the jump variable. Could it be that I have the code written in a script and placed in the step event?