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After some debug I discovered that 3 scripts inside gamemaker were empty, GMLive_vm, GMLive_roomLoader and GMLive_compiler. Opening the files directly its contents were there, so I copy/paste it inside gamemaker. Now it returns another error that I don’t how to fix hehe:

script_get_name argument 1 invalid reference to (script)
 at gml_Script_live_preinit_init_funcs (line 19) - 		var l_name=script_get_name(l_scr);
############################################################################################
gml_Script_live_preinit_init_funcs (line 19)
gml_Script_live_preinit_api (line 1357) - 		live_preinit_init_funcs();
gml_GlobalScript_GMLive (line 5731) - 	live_preinit_api();

That’s not an error message that I’ve seen before. Is this on the beta or something?

Yes, I’m on linux and the beta is the only release available right now…

(1 edit) (+1)

Upon closer inspection it would appear like the recent beta has accidentally destroyed ability to get script name from a numeric ID, which GMLive relies on to make project scripts callable. So this will no longer work:

for (var k = 100_000; k < 200_000; k++) {
	if (!script_exists(k)) break;
	var name = script_get_name(k);
	show_debug_message(name);
}

and the line from your error now has to be:

try { var l_name=script_get_name(l_scr); } catch (_) break;

The workarounds for this are generally insane (such as assigning an asset tag to every single script in the project and changing live_bits_gmlive_indexer_add_scripts to get scripts using tag_get_asset_ids) so I can only suggest switching to an older beta runtime that doesn’t have this change.

(+1)

I rollback it to release 2023.400.0.324 and it worked, thanks for the support.

This seems to be a bug in runtime, as script_get_name(Script1); also breaks games…

(+2)

I’ve just checked IDE v2023.800.0.402 Beta Runtime v2023.800.0.423 and it seems that GMLive works there again.