After testing more it seems to actually be complaining about real macros that are defined in the live file, but doesn't accurately report their name or line number. Commenting out all the macro definitions makes the errors go away and recompilation work as expected.
AttaBoy
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When I live reload certain events I get the error 'Macro redifinition' [sic], despite the referenced macro not being defined in the live event I reloaded. In all cases so far, the macro isn't defined in a live event or script at all. It seems inconsistent which events it happens in, and some of these macros are widely used across the project. They are not nested macros either, the one tripping everything up in this case is
#macro c_edg32_darkRed #9E2835
and previously it's been
#macro DEBUG true
Is this something I have to set up differently, or if this is simply a bug/limitation in GMLive right now?
Teeming with appeal, super fun, and well made to boot! None of those workin' at the car wash blues here.
Really great central mechanic, I think that's a strong foundation for a platformer. I especially enjoyed the part near the end of level one where you had to throw it down and it had to bounce like 5+ times to reach the next section. It was very fun to watch it hit all these bounces I didn't even know were there. My biggest suggestion would be to let the player throw while jumping, and to let them teleport while it's still flying—I think these would really open up the scythe throw to being a satisyfing movement mechanic more than just a puzzle one.
Played until I got softlocked by teleporting into a section with bounces on every surface, but had a lot of fun until then!
Really fun game, lets me live out my fantasy of infiltrating a major league baseball game as a streaker but being so good at the game that they have to let me play while the crowd pelts me with hotdogs. Art and sound design are all great, and it feels nice to upgrade and get perfect hits. Excellent work!







