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Xerra

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A member registered Mar 27, 2017 · View creator page →

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This is a great bit of work, sir.

Cliff isn't a Mac fan so I don't think you'll get a response to this. I'd recommend you use parallels and run it that way.

Every game you make, you excel yourself. This is fantastic work.

Bought this from Lulu a few weeks ago now. A great reference. Thank you, Jeffrey.

Is it just me that also wants to retire with miss Jigglytits?

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.

Great little game.

Well done, Wiebo. Glad to have helped you over the line with some testing for this one. A great game. I so loved playing the original arcade game in the local chippy as a kid. Great memories.

This is frankly excellent from a technical level. Also very hard to play - which I'm sure is the point. Great work, mate.

Needs some strafe keys to play effectively, I think.

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/

The more people developing for the wonderful Vic 20 the better. Great game, mate. Well done.

What dev system did you use to program it? 

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.

You're welcome. Glad you are up and running :-)

I'm just guessing here but I suspect it's because you have those 2 ndll files installed, which you don't need as they're for windows. Get rid of them and give it another go. Perhaps Neko is trying to use them just because they are there.

Derek, you are doing some great work on our humble Vic 20. Well done, mate.

MasterPlan community » General · Created a new topic Masterplan

This is a very well thought out and constructed project managing tool for just about anything. I had to buy it after working through the tutorial in the demo. Looking forward to managing my game projects a bit easier with this.

Good work.

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.

Good work, Andy.

This is great work, Adam. Well done.

Don't forget to add the "xattr -d com.apple.quarantine sunken" instruction for Mac users to be able to play the game Catalina+

Nice one, Chris. A great advert for using TRSE to make games for retro systems. Well done :)

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.

Just to let you know that app works fine on my Catalina iMac after moving to applications and then running.

This is a great piece of work. I'll use it for my next game. Well done.

30 mins of research and I have a cunning plan. No flashy graphics AAA game here. I'm going solid retro.

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"

Well done, Adam. Knew you'd make the deadline :)

Downloading now to have test run.

ahh missed you asked for an Email. I'll send that too.

I sent a Twitter DM with a link to download a test project I made for moving/updating objects in a room. Hopefully you can see where I'm going wrong as it's not working for me. I've tried on GMS2 for both Mac and on Windows via parallels.

I'll have a go at putting something smaller together to test it. Probably a bit ambitious trying it on something as big as my current project for a first attempt.

It's definitely working ok with a function. I just did it with one I use to reset a score table.

I just added the: 

if (live_call()) return live_result;

directly under the function creation line.

There lies another problem. I thought that might have been an issue and tried what you suggested but now, while the game doesn't crash out with an error, it literally hangs with a spinning colour wheel before anything starts to happen, apart from the game screen being shown.

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.

Wow. didn't realise I had a Vic 20 tag on there. Probably because it has influences from some of the games I played on one. I'll remove it as it's caused confusion. Thanks for the heads up.