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CannotThink

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A member registered Nov 10, 2023 · View creator page →

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Thanks so much. Personally it should probably use those by default, unless it's slower?

I'm using live_function_add to replace the built-in instance_destroy with a modified version of itself, but it doesn't work because "self" becomes some internal GMLive struct

When I make the replacement function log self to the debug output it shows "call_func0([ 0,6,18,undefined,97 ], function gml_Script_anon@107@scr_gmlive_instance@scr_gmlive_instance)

(2 edits)

After upgrading to GM 2024.2, any function() calls inside live code don't use the caller object.

For example, if a function uses object_index, it will throw "Variable <unknown_object>.object_index not set before reading it.", even though I'm running it inside an object event.

Doing "method(self, func)` forces them to work.

Thanks, using gmlive-server-alt made scripts work again.

I just tried it on an empty project with one script and GMLive.
The output still shows 0 scripts, but it's able to update it now.

The previous project didn't react at all to live_call in script functions, but it did work on objects.

Maybe it's because the project is massive. I remember it taking exactly 10000ms to ready.

After upgrading from GMLive 1.0.67, scripts have stopped loading.

The server shows "0 scripts" when it's ready, but everything else is fine.

I'm using GM2023.8.2. Is there a fix for this?