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GMLive.gml

Livecoding for GameMaker: Studio / GameMaker Studio 2 · By YellowAfterlife

[Answered] Content missing?? I think?

A topic by ApselTheBlue created Jul 01, 2021 Views: 189 Replies: 2
Viewing posts 1 to 2

The guide tells me to use an imported object, but the .yymp does not contain any new objects? I'm very lost

Developer

That would be a mishap either on my part or on GameMaker side.

obj_gmlive should be structured as following:

Persistent: true

Create:

// Don't forget to place this object in the first room!
if (instance_number(obj_gmlive) > 1) {
	var first = instance_find(obj_gmlive, 0);
	if (id != first) { instance_destroy(); exit; }
}
#macro live_enabled 1

// a workaround for a GM bug where extension doesn't initialize in debug mode:
if (!variable_global_exists("g_live_log_script")) live_preinit();

// change IP/port here if you connect to remote gmlive-server:
live_init(1, "http://localhost:5100", "");

Step:

live_update();

Async - HTTP:

live_async_http();

Draw:

// An example
if (live_call()) return live_result;
/*
draw_set_color(c_blue);
draw_text(5, 5, "Try changing something here and saving!");
//*/

Thanks!