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Suddenly crashing when I save?

A topic by Ji'aska created Nov 28, 2024 Views: 156 Replies: 2
Viewing posts 1 to 2

I've had GMLive in my project for months, and it was working perfectly fine. I haven't touched any scripts, edited the objects, nothing.

Today, I was working on the GUI of a menu, I save the project, and there's a fatal error. I reinstalled the most up to date version, the crash persisted. I created a black project, installed the same version, and it worked. 

I've included the error message below, since I have no clue what it means.

Any help would be appreciated. 

ERROR in action number 1

of Async Event: HTTP for object obj_gmlive:

unable to convert string "" to int64

 at gml_Script_h_proc_number@anon@322067@gml_parser@GMLive (line 8919) -                                    var l_i64=int64(l_s);

############################################################################################

gml_Script_h_proc_number@anon@322067@gml_parser@GMLive (line 8919)

gml_Script_h_run@anon@323601@gml_parser@GMLive (line 9307) -                                           if(self.h_proc_number(l_d)==undefined)return undefined;

gml_Script_live_gmlive_patcher_compile_ex (line 12876) -        var l_tokens=l_parser.h_run();

gml_Script_live_update_script_impl (line 13296) -               var l_pg=live_gmlive_patcher_compile_ex(l_name,l_code);

gml_Script_live_async_http_1 (line 12581) -               live_update_script(l_name,l_ident,l_code);

gml_Script_live_async_http (line 12793) -               live_async_http_1(l_map);

gml_Object_obj_gmlive_Other_62 (line 1) - live_async_http();

Developer

I would need an example project that makes this error happen.

You can also try an older GameMaker runtime to see if it’s some sort of esoteric GM bug.

Okay, I can't for the life of me reproduce this issue outside of my project - but I found the code that's causing it? I was working on a menu when I noticed the crash, so I removed the draw gui event and there was no crash. I started adding the code back line by line and checking to see if it would crash, and it's this?

var _aspect = _guiWidth/_guiHeight

if (_aspect < 1) { // The Code in here doesn't matter.

}

So trying to check that _aspect < 1 causes the crash. If the statement is false the game will run until I try to save, in which it crashes, and if the statement if true the game will crash instantly. Removing the live call at the top of my event fixes the issue, so that's how I know where it is. I guess I can just comment this out until I'm done working on the draw event?

I just... don't get it? Like why is this check causing this?