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Synthasmagoria

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A member registered Jun 09, 2020 · View creator page →

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Alright! I had a friend of mine try it and it seemed to work! After some more testing I'll write back with the results.

Thanks for the help. ^.^

(2 edits)

Hi!

I've been using Apollo as a dependency to my own extension - an LDtk parser.
It has worked just fine for me and a friend who manually added Apollo to their project in order to use my extension.
Yet, others who have done the same in their project, have gotten an error that says: "Apollo extension couldn't load".

Two of the people for whom Apollo couldn't load for, installed it manually as part of getting my extension to work.
Another person for whom it couldn't load simply cloned the project I was working in - and Apollo is loading just fine for me.
Note: My own extension is pure GML. No DLL craziness.

I also had one of my pals test the extension in isolation.
Peculiarly enough, ApolloV1 worked just fine for them. I had them run a project containing V2 and a simple demo but the same error occurred for them as in the bigger project.
Here's the compile log from the failed V2 test run:

Compile started: 15:36:26
"E:\SteamLibrary\steamapps\common\gamemaker_studio\GMAssetCompiler.exe" /c /m=win  /config="Default" /tgt=64 /obob=True /obpp=False /obru=True /obes=False /i=2 /j=8 /cvm /tp=2048 /mv=1 /iv=0 /rv=0 /bv=9999 /gn="ApolloGms1_ShouldWork" /td="C:\Users\Alex\AppData\Local" /cd="C:\Users\Alex\Documents\GameMaker\Cache" /sh=True /dbgp="6502" /hip="192.168.1.119" /hprt="51268" /o="C:\Users\Alex\AppData\Local\gm_ttt_31150\gm_ttt_69890" "C:\Users\Alex\Documents\GameMaker\Projects\ApolloGms1_ShouldWork.gmx\ApolloGms1_ShouldWork.project.gmx"
Reading project file....finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
Final Compile...finished.
Saving IFF file... C:\Users\Alex\AppData\Local\gm_ttt_31150\gm_ttt_69890\ApolloGms1_ShouldWork.win
Writing Chunk... GEN8
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... GLOB
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... TPAGE
Writing Chunk... CODE
Writing Chunk... VARI
Writing Chunk... FUNC
Writing Chunk... STRG
Writing Chunk... TXTR
Writing Chunk... AUDO
Writing Chunk... SCPT
Writing Chunk... DBGI
Writing Chunk... INST
Writing Chunk... LOCL
Writing Chunk... STRG
Stats : GMA : Elapsed=823,8732
Stats : GMA : sp=0,au=0,bk=0,pt=0,sc=45,sh=0,fo=0,tl=0,ob=1,ro=1,da=0,ex=1,ma=3,fm=0x1000021840042220
Asset Compile finished: 15:36:29
-----------------------------------------------------------
executing C:\Users\Alex\AppData\Local\gm_ttt_31150\gm_ttt_69890\ApolloGms1_ShouldWork.win
-----------------------------------------------------------
"E:\SteamLibrary\steamapps\common\gamemaker_studio\Runner.exe"  -game "C:\Users\Alex\AppData\Local\gm_ttt_31150\gm_ttt_69890\ApolloGms1_ShouldWork.win"
Attempting to set gamepadcount to 12
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
LoadLibraryA failed with error code 126
Unable to find output device "null" defaulting to "Lautsprecher (Realtek High Definition Audio) via DirectSound"
Apollo extension couldn't load!
Total memory used = 658546(0x000a0c72) bytes
Pause event has been registered for this frame
Pause event has been unregistered


I'd be happy to provide any further information to figure out what went wrong.
If the problem lies with GMS1.X, and if downgrading to V1 doesn't sacrifice too much I'd consider that as well, but I'm not sure what the penalty for that would be.


Basic specs of the user who tested V1 and V2:




The other two who only tried running a project containing V2:


I lost it when I realized the music fades out when you pan away

goat

HTec comments · Replied to KG in HTec comments

hahah, I wish it was out, my guy.

nnb2 is still far from done, but we've started working on tying things together.

it'll still be a while. something else is coming real soon tho

Wowie, can't believe I didn't see that. I was always looking at the server window, not the output log. Welp.
Alright, in that case it's all good.

(1 edit)

It says in the gmlive documentation that dynamic expressions in switch statements are iffy.
But, to me it was unclear to which degree this was the case. Quote from the documentation:

"Needless to say, that does get a little nastier with fall-through cases, and GMLive currently

may not agree to compile a "case" if it's expression cannot be computed compile-time (things like ord("A") are fine though)."

I wrote some code for a state machine-like object. A very simplified example of the code would be something like this:

Example code
I was going to add an actual enum to the game later to use in the switch statement but, first i did it like this for convenience's sake.
Subsequently, gmlive stops live-updating the script for this object. It doesn't crash, it doesn't give any warnings, the server clock is still ticking. The documentation doesn't mention this sort of behavior. It was first when I changed the code to use the enum instead of the temporary dynamic variables that I made the connection between what was stated in the manual and what had happened.

The working code looks kinda like this now:
example code 2

I saw someone who had made a thread here 18 days ago to write about how they were frustrated with gmlive not working for them. Seeing how they wrote about how they had followed each tutorial "to a T" got me to think that they may have tried to use gmlive in one of their already existing projects that may have code that runs into one of gmlive's slightly ambiguous limitations.
I think gmlive would benefit from having some sort of warning system for some of its limitations. This way it would be way clearer to me and other people when and where they might have screwed up.

Other than that I have greatly enjoyed my first week with gmlive and, I'm looking forward to be using it in future projects.
- Cheers