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RandomFangamer

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A member registered Dec 25, 2017

Recent community posts

Exporting the game as a zip file and making the change you suggested fixed my problem. Thank you!

I've been struggling to figure out how to get the directory to the exe. Using the code show_message(program_directory) after exporting the game returns "C\Users\User\AppData\Local\Temp\IXP000.TMP\", which appears to be a temporary directory created when the game is opened and deleted once the game ends.

I am trying to create save and configuration files within a "Data" folder, which would be copied to the sandbox when they need to be loaded and copied from the sandbox when they are saved. I will also load music from the game's folder with the same method.

Thanks! I'm glad it worked

What I've done is create an AutoHotkey script that types in the phrase for me.

If you want to copy it, the code is:

^d::
Send if (live_call()) return live_result;
return

You can activate the hotkey with Ctrl+D. It may not be the best ahk code but it works well enough for me.

In an attempt to fix this issue, I installed GMLive in a new project and copied the files over to the first project. I forgot to remove netlog.exe when doing so. For whatever reason, the issue was fixed. This means that either my installed files were messed up, even though I used the same .gmex file in the new project, or that having netlog.exe in the directory fixed it (even though I am not using Option A).

I must also confess that the issue with the object was my mistake. When I was trying to figure out what was going on with the sprites yesterday, I used GMEdit to add a live call in the object's Create Event, and then wrote "instance_destroy()" below it. After testing to confirm that they did destroy themselves, I removed the line from GMEdit but did not save it, so in GM:S that line still existed. That was my bad :/

If I get this issue again, I will send you a project file with it, but since I can't make it occur again (and really don't want to) I will leave it be for now.

(1 edit)

Hello!

I just installed the new version of GMLive for GM:S1 after not using the program for a while, but I'm encountering a strange error. This occurs on both the error-catching and normal versions of the program. Occasionally, when testing my game, the runner will fail to identify a sprite or object referenced in code. When this happens with sprites, the CompileForm will display a message similar to the following:
(object1) does not have a variable `sprite1`
Nothing is displayed in either the gmlive-server.exe or the CompileForm for objects.
Additionally, the object or sprite will not be created or assigned, and when I was using the non error-catching version the runner would throw an error.

This only occurs within events with live calls in them. Also, I have not yet experimented with live reloading rooms or sprites. Here is an example of code that is causing this problem:

if (live_call()) return live_result;
with (instance_create(x,y,object1)){ //object1 does not have a live call in any code, and it always generates, but sometimes with the original sprite
sprite_index = sprite1; //sprite1 is a normal sprite, but is not the sprite assigned to object1 in its resource properties.
} instance_create(x,y,object2); //object2 has a live call in its Create event. Most of the time, object2 will not generate at all.

This issue started soon after installing the non error-catching version, but after switching to the error-catching version the issues went away for several hours before coming back. What is even weirder is that by spamming the key I've assigned to restart the game with "game_restart()" (F2), the issue can be delayed a few seconds. Generally, the more I spam it, the longer until the issues occur. However, once the issues start all events with live calls are broken until the game is reset.

Other information:
gmlive-server.exe is allowed through my firewall.
I am using Option C with GMEdit to update my code.
I have tried closing and reopening the gmlive-server.exe window and both GMEdit and GM:S1.

(4 edits)

The errors are still the same

So by going into the .extension.gmx file and deleting some lines with the functions I was able to get it to stop crashing. Currently I am testing to see if the extension works

So I've tried commenting out the three lines of code as well as deleting them from GMLAPI.gml in the extensions tab, but it still doesn't compile, even without importing anything to the imported files tab. Any other ideas?

(1 edit)

Just to clarify, I was getting this issues on 1.4.1772 as well, but updating to 1773 did not fix them

Will try, though

(1 edit)

I recently bought and downloaded GMLive and I have been having trouble setting it up. I have followed all steps in the documentation and am using the latest version (ver 1.4.1773). However, whenever I run my game I get a "Compile Failed - Please check the compile window for any additional information" message, which when I check the compile window tells me that there is no function called "draw_enable_swf_aa, draw_set_swf_aa_level, or draw_get_swf_aa_level". Typing this function into the gamemaker documentation however shows that it does exist in Gamemaker Studio, but when I type it into the "Execute Code" block it does not highlight like other functions. How do I get Gamemaker Studio to recognize this function so my game can run?

The compile window form for extensions is here