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When I Export My Game As An Executable, The GMLive Folder Comes With It. What Do I Do?

A topic by GBAura created 11 days ago Views: 56 Replies: 5
Viewing posts 1 to 4

Self explanatory, using GMLive, even if you remove the object to execute the server, the folder containing the files to run it gets exported to the project as well.

Is there a way to remove it? I can't remove it until I export it because my project won't export without it. I feel it's against the usage of the extension, even if the object needed to run within the game itself is removed.

(1 edit) (+1)

Not sure if you want to try something like this but I've always been conscious that GMLive shouldn't really be in any released version of a game I've written so I bodged this together. YAL might have a more elegant solution but I use the profile system in GMS for building.

When developing the game I use the development profile. I sometimes have a friend work on my projects with me so, before I upload to github, I'll put it into default profile because he's not going to have GMLive running so it would crash out when building on his machine otherwise. On release I use the release profile.

So this is the first part of the game running. I set up the profiles and you can see that the default one will set the macro USE_GMLIVE to false. And, for every event that is calling a check on GMLive for updates I use this code:

if (USE_GMLIVE == true) {

     if (live_call()) return live_result;

}

So, you could use a similar system and then technically just delete the gmlive folder from a release build so you don't share any of it in the build. The problem is editing later on to update the game where you might want to use GMLive again. You would need to put it back in then unless you saved a seperate repository for that, or used a git branch.

I've probably over-complicated all this but some of it may be useful.

This should be helpful. GMLive is a very useful tool and I don't want to leave any remains in the final product. The idea of distributing the tool for free by complete accident is horrifying to me. YAL deserves money for such a useful tool. I don't want to pull a SQIJ! situation.

The strange thing is that I removed every instance of GMLive from the code to the objects, and the project still needs the other files in order of it to be compiled, or else it'll be rejected. I didn't want to risk removing the folder from the ZIP in case if it needed it somewhere and the game just crashes upon running.

I wonder if this had to do with the recent version of GMLive or GameMaker.

Yellow, I don't think we've ever seen a post where someone has an elegant solution to this. What's your opinion? You must have exported projects and removed GMLive before doing so before?

Developer(+1)

For included files, you can open their properties (using the three-line menu in the asset browser) and untick all platform checkboxes for them. These are supposed to be unticked after importing the extension, but something happens sometimes somewhere along the way.

If that doesn’t do it, you can move the GMLive folder out of datafiles to sit in your project folder - it’s not in Included Files because it has to be there, but because this is the easiest way to bundle some files that will be easily observable by the user and will update when you re-import the extension.

Ultimately, flipping live_enabled to false (manually or using a configuration - see above) is the only thing that matters here. The server the simpler part of the extension and isn’t useful on its own.

Thank you for the official statement! I'll keep it in mind for future projects!