This is a great bit of work, sir.
Xerra
Creator of
Recent community posts
When you're modifying that x value so make the increment the square moves bigger and smaller, you are not saving so GMLive doesn't know the step event has updated, unless I'm missing something here. I can see the * next to the filename which is what makes me think this.
What you are trying to do should work just fine with GML.
CBM Prg studio is great for development at assembler level for Commodore machines. If you ever want to try doing it in a bit more user-friendly language then perhaps have a look at TRSE. It's fantastic for working on Vic or C64 games :)
https://lemonspawn.com/turbo-rascal-syntax-error-expected-but-begin/
It will work again as soon as it gets updated. Some steam stuff has been made redundant in the newest GMS 2 patch which has caused errors when running GMLive. Look at the other thread on this forum if you want to fix the issue yourself.
And, if I'm wrong about what your issue is, then perhaps posting what's gone wrong with it for you would help.
I did exactly the same thing trying to apply the patch as you described but I gave it another go anyway and still got the same error message.
Then I tried doing the editing from the patch lines as Bulletproof Outlaws suggested and, after realising textedit on Mac doesn't work very well with code lines that long, I downloaded and did the cut/paste with Atom instead. Now I am up and running again finally.
Much appreciated to both of you for trying to help me out here. I don't have much hair left to pull out :-)
Not having any luck trying to apply the git patch. I just get the following error:
error: scripts/GMLiveAPI/GMLiveAPI.gml: patch does not apply
I've had a look at doing it manually but I'm not happy doing that as the raw data looks a lot more than what the lines look like when you look at the patch data to try and amend the right lines.
Can someone supply a fixed GMLiveAPI file so a simple cut and paste could be done within GMS 2 itself?
Thanks.
Always interesting to read these posts about Scramble, Wiebo. I had a similar problem with GMS 2 when I wrote my first game using that. I had lots of separate objects all off doing their own thing and no dedicated game handler object to keep track of them all. It caused all sorts of wild problems with controlling instances of objects to update them with information from other objects to try and keep everything working correctly, even for something simple like a Pause mode.
I learnt a lot from doing a bit of research before I started the next game as it's so much simpler to avoid future problems when you make sure you know what you're doing first.
Good luck with what you're doing.
Hmm, that is interesting. It's been a while since I looked at the code for this but that part of the game was written very early on so I missed that as I was getting pretty good at the game once I finished writing it. I've been meaning to update the project anyway so this will give me a good excuse. Keep an eye open for an update on the page in a week or so.
I copied the created neko binary into my gmlive folder within the project just for convenience but I'm pretty sure it was in the global path after installation.
Also note you can press ctrl c to stop the server running when you're done. I find it's best to not close the shell application once you've used it because you can then just call it up again and press up cursor to select the commands and press enter to get it quickly running again.
These are my notes I kept for future reference once I got the extension installed and up and running in the game I've just finished. I'm going to have to set it all up again for the next project so I wrote down the important information.
To install Neko after you have downloaded it you need to cd to its path and use: "brew --prefix neko"
This should also put the neko binary into the $PATH and stop having to security exception it. You'll probably need to enter your login password here.
If you get an error after installing then also try this, as it worked for me then.
"brew reinstall neko"
Navigate to the projects datafiles/GMLive folder then select neko and press CMD/Shift/R to open terminal in that folder.
Type in "neko gmlive-server.n"
Just going to add to this that I watched the video you posted to an earlier post with basically the same issue and followed that but it ain't working for me.
https://1drv.ms/u/s!AmFBFulY5eDxqDjIWTd-yIIUbwPX?e=t4xX9x
Sorry, can't grab the text out of the error box from gms 2 for some reason. That's a screenshot.
It looks to be crashing in my function for updating the room which I set up based on the script you create in your video.
function roomUpdated() {
room_goto_live(argument0);
}
This is what I have added to the obj_gmlive Create event:
#macro live_enabled 1
// change IP/port here if you connect to remote gmlive-server:
live_init(1, "http://localhost:5100", "");
// Tony stuff
live_blank_object = objBlank;
live_blank_room = Blank;
live_room_updated = roomUpdated();
room_set_live(Level1, true);
Only got the extension today so I'm still finding my way around. I've got it up and running doing basic stuff like changing an object variables on the fly, which is great. However, I'm also thinking that I should be able to edit the room objects as well, and the documentation does indicate this. I've been tinkering for a couple of hours now but there's only like a few sentences on this in the doc file and I can't seem to get my head around it. Also it looks a bit out of date with the changes to functions from scripts possibly.
I'm just looking to add or move objects within a room and have them updated so I can build and edit the map my player object is running around without having to constantly recompile every time I move a blocks position.
I bought it and got it up and running on my Mac this afternoon. I had a few teething troubles trying to get it up and running but eventually ended up copying the binaries for Neko into the folder with the gmlive server tool to get it up and running. Still trying to get my head round how to get changes in rooms updating, so objects can be placed while running but, once the server was up and running in terminal, then I just used the
if (live_call()) return live_result;
line in both the step event and the draw event in my player object and I was able to adjust the player movement and draw info on the screen while the game was running.
TLDR: Yes, it worked.