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(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…