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BB10 is probably the most stable we've had as of yet (in the sense that the debugger now largely works and I was able to have it run GMLive code for the first time without the runner hard crashing)

(shown: REPL using GMLive, gml_string, and an advanced chat/command log extension that I've not released)

but it's only been a few days so I don't have much else but live_execute_string/Snippet API working yet. It's unclear whether it is worth releasing in this state.

Ha, BB10 for me was the first one I was able to crash silently with only 5 lines of code, interesting :P

Thanks for update, I'm looking for next betas then and hope they gonna make more fixes than new bugs :)

So, at this point you basically have to put your whole event into a snippet/live_execute_string() to get it to work?

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If I were to release a build of the current state (instead of only doing a release once I'm done updating everything else to match), yes.

So now it comes down to syncing files?

Hey, yal, is there any progress on GMLive 2.3? (I'm too excited 8) )

As you might have noticed, I have uploaded a 2.3 version, but I'm going to update it again before making an announcement (noticed that <something>.method() doesn't use correct "self" for static methods)

Wow, that's amazing! I'm going to buy it right now :)

Heck I'm blind

Damn, it's not working...


More details: I tried to load it into a huge existing project, it crashed

Then I created a new one, imported the stuff, made a very simple topdown mechanic and it broke

At first it was alright, but apparently x and y are working in a weird way (after "Reloaded oPlayer:Step_0" and "Reloaded obj_gmlive:Draw_0" the player got teleported to (0;0) )

After that I tried manually setting x to room_width/2 and it threw a weird runtime error in the debug log.

Full message:

[live][14.07.2020 21:00:32] Runtime error: [error] DoDiv :2: undefined value
 called from vm:op_impl_div1 (line 13267)
 called from vm:op_on_bin_op (line 13353) - l_st[@l_z] = vm_group_op_funcs[l_act.o](l_st[l_z], l_st[l_z + 1]);
 called from game:anon_gml_thread_gml_GlobalScript_GMLive_378994_gml_thread_gml_GlobalScript_GMLive (line 11057) - var l_ar1 = vm_v2_gml_thread_v2_handlers[l_act.__enumIndex__](l__gthis, l_act);
 called from game:anon_gml_program_gml_GlobalScript_GMLive_115841_gml_program_gml_GlobalScript_GMLive (line 2784) - l_th.exec();
 called from game:live_call (line 10046) - var l_th = l_pg.call_v(l_pg1, l_vals, false);
 called from game:oPlayer_Step_0 (line 2) - if live_call() return live_result
 called from oPlayer:Step_0[L4,c20]


I've tried playing around with obj_gmlive's Draw event and it worked alright, though there's definetly something wrong with the other stuff

Initially I tried Vector-based physics (by vectors I mean structs containing x and y)

Then I removed everything related to it and it's still broken

If you can isolate the problematic code into one or two snippets that reproduce the issue, I can take a look, but if it was <vector>.<method>(...), that would be the issue I'm currently looking at.

I intentionally avoided using vector.method(). I can send you the .yyz file

Also probably I'll create a new thread instead of posting in this one

That works too. Email is yellowafterlife@hotmail.com

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Oh, apparently the issue is in += operator. After I replaced it it kinda fixed

This is a rather major issue, but I'm kinda used to Lua's lack of += anyway)


Edit: also room_width and room_height are undefined