Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

YellowAfterlife

1,827
Posts
5
Topics
2,928
Followers
27
Following
A member registered Oct 01, 2014 · View creator page →

Creator of

Recent community posts

If you are connecting through Steam, your Steam display name is the name that appears in chat.

If you are connecting directly, there should be a button with your name before Host/Join buttons - click it and you should be able to enter a new name.

Hypothetically yes, effectively these extensions already take years to make back their development costs, so I can’t really increase that further.

Cursors aren’t commonly visible on screen snapshots coming from Windows APIs, so screen recording software is usually drawing them on its own, possibly with some implementation caveats.

Can’t suggest much beyond trying standard sizes for the sprite (square, 32/48/64/128/256).

I copy-pasted it from “file_count” description and forgot to change the opening line, I’ll fix that for the next release (the extension itself is unaffected).

I think that’s missing because there is no sequence_get_name function to automatically figure out sequences in the game by looping over them, though I could have sworn that I had a workaround implemented for that.

In the meantime you can add the following to the end of obj_gmlive’s Create event:

live_constant_add("Sequence22", Sequence22);

(repeat for each sequence you want to use in “live” code)

or do

layer_sequence_create(layer, x, y, asset_get_index("Sequence22"))

instead of just

layer_sequence_create(layer, x, y, Sequence22)

And what’s Sequence22?

Updated the notes - some layer types no longer have a sub-layer array now.

When a file is opened with or dragged and dropped onto GMEdit, it will first try to open it with existing means (as there’s already a bunch of code for figuring out what to do when you open a .project.gmx vs .object.gmx, for example) and then it’ll go over each installed dialect until it finds one where projectRegex matches the provided path. If nothing matches, it asks Windows to open the file.

For example, Nuclear Throne matches (slightly ambiguously named) main.txt / main.cfg files, but also anything with .ntgml extension.

This is not a perfect system, but it is the only one that allows GMEdit to be set as the app for opening mod files without asking the user for dialect / GM version on open.

I explain the caveats in the documentation - you can do whatever you want so long as you draw things correctly (if you don’t, it’ll still work, but the edges will look funny).

Without rebooting into Linux just for you, it should be like

  • Download the Linux version
  • Extract it somewhere
  • Mark “GMEdit” file as “executable” in file Properties if it isn’t yet
  • Run “GMEdit” file (possibly through right-terminal, or terminal if that doesn’t work either)

Hello! You’d want to use your own extension for a “project” file that you open - for example, "^(.+?)\\.boll$". Standard file extensions like GML/YYP/GMX are handled by GMEdit itself.

(1 edit)

A further inspection reveals that it’s not been caused by a format change itself, but forgotten code from adjusting the format. You’ll want to find the following in GMLive script:

	var l_lrs = ds_map_find_value(l_rm, "layers");
	var l_lrk = ds_list_size(l_lrs);
	for (var l_lri = 0, l__g1 = ds_list_size(l_lrs); l_lri < l__g1; l_lri++) {
		live_room_loader_add_layer(ds_list_find_value(l_lrs, l_lrk));
	}

and replace it with

	var l_lrs = ds_map_find_value(l_rm, "layers");
	for (var l_lri = 0, l__g1 = ds_list_size(l_lrs); l_lri < l__g1; l_lri++) {
		live_room_loader_add_layer(ds_list_find_value(l_lrs, l_lri)); // <- lri instead of lrk
	}

Edit: and also find this

var l_ql_sublayer_count = ds_list_size(l_ql_sublayers);

and replace it with

var l_ql_sublayer_count = l_ql_sublayers != undefined && l_ql_sublayers != pointer_null ? ds_list_size(l_ql_sublayers) : 0;

Uploaded a fix (1.1.1) for that

It’s a Sunday afternoon and I have electricity this time, so you can even have a more proper solution.

Hello!

Per rules, g should be a local variable;

You can use the web-based generator for an easier overview of whether it sees any code or not;

If you are defining your variables in Create, make sure that this object gets created after you load a localization.

Oh, that’s weird. Testing on my (win10) machine, textarea.value seems to use \n breaks across both Firefox and Chromium, but also I’m not seeing anything about newline format in spec, which is concerning.

I’ll get to it after the existing pile of tasks

If you mean the preview field (right half of the application), Firefox will not render fonts that have ascent-descent-linegap (second tab) set up incorrectly or have characters exceed these boundaries. There’s a little calculator there showing whether what you’re doing is a bad idea.

Hello, you would put live_call inside the local function and add live_name so that GMLive can tell what’s going on, like so:

var my_function = function(a, b) {
    live_name = "my_function";
    if (live_call(a, b)) return live_result;
    ...
}

I’m not sure if Windows font preview even shows Sample Text, but in the downloadable version you could probably change the <input> for Sample Text to be a <textarea> and that would work.

The fact that this started happening all of sudden suggests that this is yet another format change brought by an IDE update, but I’m yet to look into it. If your project is relatively small, email me a copy as the other samples I have received are pretty big.

You can use application_surface_draw_enable to disable automatic drawing of application_surface and then draw it yourself as you please in Draw GUI event (e.g. right before Gameframe’s draw).

The only thing to be aware with this is that you need to do a little math to calculate the mouse position because there isn’t a application_set_position function.

That’s done now

Itch works, or there’s a PayPal on my hotmail contact address.

$50 or so

To be completely honest, it’s a little hard to guess what could be going wrong with code that I wrote 5 years ago

I bet people on game’s Discord would have more ideas than me at this point.

(2 edits)

If someone paid me, I think I could make the extension load one frame at a time, which would then let you load the GIF bit-by-bit instead of all at once.

If you know Haxe, you can try doing that yourself (see source code) - gotta split up the GifReader.read and Gif.read methods.

That is, U+0445.

Usually in Вихід, х and и would be the same height;
Latin x is unaffected.

No rush or anything - I have an existing font for Cyrillic and was testing whether Silver would fit in the UI.

  • 9940 should be installed over the stable u99 release
  • 9944 should be installed over modbranch_2021
  • ntt_development has NTT pre-installed

To those whom it may concern:

Silver has a whole lot of glyph ranges, so I consider it to be easier to load it dynamically.

So you would add Silver.ttf to your Included Files, and then do the following on game start:

globalvar fnt_silver;
font_add_enable_aa(false);
fnt_silver = font_add("Silver.ttf", 14, false, false, 0, 0);

Then you can do draw_set_font(fnt_silver) and GameMaker will load the glyphs when you first use them.

(1 edit)

Make sure you’re importing display_measure-for-GMS2.3+.yymps - GMS1/GMS2.2 DLLs don’t work in recent GameMaker versions

Edit: renamed these a little to be more clear about what is what

The new GMLive release fixes this.

Added these in 1.0.76

1.0.76 is exported from LTS so should be fine now

Hello, that will be a thing once I decide how to handle custom widths for glyphs.

Writing a FontForge script is a good solution if you iterate on the font a lot.

Apparently it has been a grave mistake to update the test project to GM2024 to debug issues with GM2024? Gotta love GameMaker

You can also use menu:Build ➜ Build Solution

If you only need to pin the window, that’s window_set_topmost in the other, free extension. It can be used on its own or along with this/other extensions.

I also have an extension for custom window shapes.

You still cannot Run (F5) a DLL project, but you can Build it (F8).

I still don’t know what you’re asking about, but I don’t think it has to do with my GameMaker extension for live-reloading.

That’s okay, you cannot “run” a DLL. Now compile for x64 too and it should be getting copied to the GameMaker project folder