Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ji'aska

4
Posts
1
Topics
1
Following
A member registered Aug 08, 2018

Recent community posts

Okay, I can't for the life of me reproduce this issue outside of my project - but I found the code that's causing it? I was working on a menu when I noticed the crash, so I removed the draw gui event and there was no crash. I started adding the code back line by line and checking to see if it would crash, and it's this?

var _aspect = _guiWidth/_guiHeight

if (_aspect < 1) { // The Code in here doesn't matter.

}

So trying to check that _aspect < 1 causes the crash. If the statement is false the game will run until I try to save, in which it crashes, and if the statement if true the game will crash instantly. Removing the live call at the top of my event fixes the issue, so that's how I know where it is. I guess I can just comment this out until I'm done working on the draw event?

I just... don't get it? Like why is this check causing this?

I've had GMLive in my project for months, and it was working perfectly fine. I haven't touched any scripts, edited the objects, nothing.

Today, I was working on the GUI of a menu, I save the project, and there's a fatal error. I reinstalled the most up to date version, the crash persisted. I created a black project, installed the same version, and it worked. 

I've included the error message below, since I have no clue what it means.

Any help would be appreciated. 

ERROR in action number 1

of Async Event: HTTP for object obj_gmlive:

unable to convert string "" to int64

 at gml_Script_h_proc_number@anon@322067@gml_parser@GMLive (line 8919) -                                    var l_i64=int64(l_s);

############################################################################################

gml_Script_h_proc_number@anon@322067@gml_parser@GMLive (line 8919)

gml_Script_h_run@anon@323601@gml_parser@GMLive (line 9307) -                                           if(self.h_proc_number(l_d)==undefined)return undefined;

gml_Script_live_gmlive_patcher_compile_ex (line 12876) -        var l_tokens=l_parser.h_run();

gml_Script_live_update_script_impl (line 13296) -               var l_pg=live_gmlive_patcher_compile_ex(l_name,l_code);

gml_Script_live_async_http_1 (line 12581) -               live_update_script(l_name,l_ident,l_code);

gml_Script_live_async_http (line 12793) -               live_async_http_1(l_map);

gml_Object_obj_gmlive_Other_62 (line 1) - live_async_http();

Oh!

Thank you so much. Whenever I've tried to detect both objects and tiles before in one check it would go completely wrong. I was checking or instead of and, which usually resulted in players that can't move at all.

Adding and removing tiles would work in most cases, but I like the destructible objects to have their sprites collision masks, and be able to be freely positioned. With tiles I would need need to stick to the grid(and tile size), and every object that has a unique collision requires me to change my tile sprites, which I can see being tedious.

It still helps performance, since the amount of collision objects is going to be so small.

Hi! 

This asset is great! It makes collisions feel much less clunky, I'll probably continue to use it for quickly jumping into top-down games for ages. 

One question though; how can I make the script work with BOTH tiles and objects at the same time? Tiles is great for just about everything, but I usually use objects for destructible obstacles.