Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

You can pause the game in the debugger and inspect instance list to see if obj_gmlive is still there, then check how you could be possibly getting rid of it if it isn’t there.

Hi, so it seems like I have found the "issue". It was my fault. I forgot that when I go the Scoreboard room from the Game room, I deactivate all the instances, and then reactivate them when I come back to the Game room. So, the obj_live was getting deactivated and it was not present in the Scoreboard room. Once I changed that such that obj_live does not get deactivated, then it started working as normal in the Scoreboard room. However, I have couple of questions. 

1. So, it seems like the position of a sprite that is being changed with GMLive in a room does not get "saved" when I leave the room and come back? I guess that makes sense, which is fine with me. At least, I can now see where the sprite needs to be and then compile the game again when I am satisfied with the position. 

2. So, I get an error when I try to use room reloading in the Game room, i.e. when I try to change the position of a dummy sprite which I put in the asset layer of the game room and then save the game. It's an error where it says that a game object does not exist in the room. I then look at the list of Instances in the debugger and it seems like most objects have not even been created in this room yet. Note, I dynamically create all the objects in this room. Is this happening because GMlive is trying to create these objects again while reloading? Because of course, none of this error happens when there is no room reloading.

Also, hopefully no one else hijacks this thread with their own issues like the last poster. I don't know how to delete that post. 

  1. If you mean through room persistence, that doesn’t exist for “live” rooms since everything gets created in Room Creation Code.
  2. I would need a sample project that triggers the error - obviously room reloading is made based on how GameMaker seems to handle rooms, so there can be inaccuracies in edge cases.