Yep, it works. Instance_create_depth caused the problem. Sorry for not replying.
Dave.Moon
Recent community posts
Very nice idea, but it is very buggy. For example: when I used this in one object, everything works well, then tried it with another object and got this error:
ERROR in
action number 1
of Create Event
for object o_element:
Unable to find instance for object index -4
at gml_Script_execute_every_n_frames (line 44) - inst._interval = n
############################################################################################
gml_Script_execute_every_n_frames (line 44)
gml_Script_execute_after_n_frames (line 51) - inst = execute_every_n_frames(n, callback)
gml_Script_execute_after_n (line 113) - execute_after_n_frames(interval, callback);
gml_Object_o_element_Create_0 (line 3) - execute after 60 frames
gml_Script_instance_create (line 7)
gml_Script_engine_ne (line 120) - ( 0 + _spc + _xplus + (i-1) * ( ( (room_width - _spc*2) / (_noeol-1)) ) ,
gml_Script_scr_new_task (line 27)
gml_Script_anon_anon_gml_Object_o_program_Create_0_1590_gml_Object_o_program_Create_0_1798_anon_gml_Object_o_program_Create_0_1590_gml_Object_o_program_Create_0 (line 53) - scr_new_task();
gml_Object_obj_muffel_Alarm_0 (line 11) - _my_callback(self);
I used very simple line in event create:
execute after 60 frames
audio_play_sound(snd_score,3,0);
done
Hello, I downloaded gmlive for GMS2 on the YoYo marketplace. It worked well before upadting to gms2.3 ( I I was delaying the update ) Today I finally updated and the project doesn't work if gmlive is added. If I remove gmlive it compiles wihout problems. If I added gmlive ( recent version from YoYo marketplace) the bunch of errors appeared:
Script: gml_node_is_simple at line 15 : malformed assignment
Script: gml_parser_run at line 438 : got 'switch' expected '}'
Script: gml_std_string_hx_trim at line 8 : Assignment operator expected
Script: gml_node_is_simple at line 15 : Assignment operator expected
Script: gml_node_is_simple at line 17 : got 'return' expected '}'
Script: gml_node_equals_list at line 7 : Assignment operator expected
Script: gml_node_equals at line 662 : Assignment operator expected
Script: gml_node_equals at line 664 : got '>=' expected '}'
Script: gml_node_seek_all at line 202 : Assignment operator expected
Script: gml_node_seek_all at line 204 : got 'l_i' expected '}'
Script: gml_parser_run at line 436 : malformed assignment
Script: gml_parser_run at line 1 : Fatal Error while compiling - bailing details below
Script: gml_std_string_hx_trim at line 8 : malformed assignment
Script: gml_std_string_hx_trim at line 1 : Fatal Error while compiling - bailing details below
Script: gml_parser_run at line 436 : Assignment operator expected
I suspected that maybe my version is not adapted to 2.3 but I downladed it from the marketplace. I got only two options: "Download for Studio 1.4" and "Download for Studio 2"
so I assumed that "Download for Studio 2" is for 2.3 . How can i fix it and launch the project ? :)
Regards,
Dave
Hello YellowAfterlife,
I have been devoted GMLive user for the last year and a half - mainly for GMS 1.4. I really like the extension, and now it's hard for me to imagine working on GMS without it. Recently I decided to transition to GMS 2 ( at first 2.2 version, I haven't updated to 2.3 yet). The first thing I did was naturally implementing GMLive to the project. I did everything the instruction said, and run the project. And here is the problem:
Game compiles very long. It's an almost empty project. Only one sprite 32x32 pixels, no sounds ,scripts etc. one room ( default size), and one object with 5 lines of code in Draw Event. However, this project compiles at least 30 - 35 seconds. I set the macro variable from #macro live_enabled 1 to #macro live_enabled 0 ( in obj_gmlive Create event) but it didn't help. It also doesn't make a difference if I have gmlive-server.exe launched or not.
At first, I thought that maybe it is not GmLive fault, but GMS2. I deleted GMLive extension from the project and obj_gmlive, and suddenly compiling time is around 5-7 seconds.
I remember that Gmlive didn't make such a difference in compiling time in gms1.4 . Maybe it compiled a slightly longer but the difference was like 10-20% - I didn't even notice.
What bothers me is that it is almost empty project and making a game build is so slow, even with #macro live_enabled 0 and gmlive-server.exe closed. Do you experience anything similar? Does GmLive just work this way in GMS2 or maybe there is some solution for this? I hope I can do something to fix it and start enjoying GmLive again.
Kind regards,
Dave
Hello, I love this editor especially the fact that with this you can use #region and #endregion for gms1.4 ! It makes working with gms1.4 much easier! Great job. I have only one question. When I use GMS + GMEdit, and I change some code in GMEdit ( and save it), and then I run the project two bad things happen:
1) The game doesn't update the changes I made with GMedit
2) All the changes I made now are gone, because when GM compiles a game it automatically saves it. What is worse, it saves the code from GMS, no from GMEdit.
The only way I can work with GMEdit is this:
1. I write some new code in GMEdit
2. I save it
3. I load again GM Project (even if it is open)
4. I run it.
Every time before I compile I need to remember about loading the project again, because if I forget about it, all the progress is gone. Is it normal, or maybe I missed something when I was setting GMEdit up?
Hi guys, First of all - GMLive is great, I have been using it for almost one year and it is one of the best GMS extensions I've ever used. Recently I bought a new laptop with Windows 10 (before that I used Windows 7), and I have one problem with GMLive. Previously I always opened two files before compiling my game: gmlive-server.exe and netlog.exe. The first one was to make GMlive working, and the second one was to show me where is a bug (in case i made one). It was very helpful and I always used both. Unfortunately, now when I use netlog.exe on Windows 10 - it launches - but there is no feedback, and if I make a mistake in my code, it doesn't tell me where it is. Do you know how to solve this problem?
Kind regads, Dave