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.
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