Sorry for the vagueness of the question but I very naively bought GMLive right before Ludum Dare and used it throughout development (very happy with the results throughout the process.. tossing `if (live_call()) return live_result;` into many draw events / most scripts. My understanding was that I would do this during dev and then flip the macro back to 0 when I wanted to deploy an .exe (single runtime / zip would have worked for me)
When I flipped the value over and ran my game I started to notice strange bugs that I thought were possibly introduced during a refactor.. upon verifying many times (driving myself crazy) the game logic would only function when `live_enabled =1` and netlog + gmlive-server were running (smoothly and as expected without bugs I was seeing in my exe)
The project is quite large so not sure what the snippet to share would be but I am a noob with GMLive and probably missed something in the docs / abused the tool to try and bust a game out.. tried to rollback to commits a day before and turn the value off and am still running into similar bugs popping up only when live_enabled=0.. the failure of not completing a LD is still a bit raw
Other details:
GM Version: 1.4.999
Windows 10
Code editing done in custom IDE but I feel fairly confident it's not the problem (I built simple replace logic and cant see it failing in my logs).. but possible I corrupted gmx state (although Im sure GM would complain when I open the project)
- GM Studio Compile+Run produce same results as ghetto custom compile that I use in my own IDE