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Recent updates

1.0.76 - more fixes & tweaks
4
Tweaks I have updated the documentation a bunch Explanations for variously antique GameMaker versions have been moved onto separate pages, but also I added some...
1 file — 1.0.76
1.0.74 - GM2024 support and various fixes
9
Changes Minimum supported version is now GM2022 (LTS or stable), 2.3.x version has been archived. Most of the extension’s scripts have been merged back togeth...
2 files — 1.0.74
2024.2 minifix
13
8
This update has caught me off-guard so there will be a proper update after I’m done with the rest of the changes/fixes, but replacing gmlive-server executable...
1 file
1.0.72 - Assorted fixes
5
Constructors no longer try to use Script.staticVar . It was good fun, but this creates a number of issues that are hard to solve in current GML Positions in err...
1 file — 1.0.72
1.0.71 - GML updates and fixes
1
11
GML updates Did you know that any time a new thing is added to GML, I have to re-create it from scratch for GMLive? Non-4-hex escape sequences like "\u65" and "...
1 file — 1.0.71
1.0.67 - small fixes and live_auto_call
12
8
live_auto_call Having noticed that macros can now reference argument array (since when?), I made a macro that you can use instead a normal live_call. So, instea...
1 file — 1.0.67
1.0.65 - 2022.11 compatibility and HTML5 tweaks
14
5
2022.11 API definitions are now updated for 2022.11. Underscores in numbers ( 1_000 ➜ 1000 ) are now supported. Binary literals ( 0b101 ➜ 5 ) are now suppor...
1 file — 1.0.65
1.0.63 - GML updates and a bunch more
4
8
Key changes: Macros are now pretty much in line with “real” GML macros, which means that you can do all sorts of quirky things with them in “live” code...
1 file — 1.0.63
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Last post
So i'm making a saving system for my game, and a part of the code is something like this: if (live_call()) return live_r...
started by K.Blank May 31, 2020
5 replies
340 views
So psyched to see GMLive working on GMS2.3! It's not flawless yet but I spent a few days compiling every time I wanted t...
started by Bulletproof Outlaws Jul 20, 2020
3 replies
941 views
As 2.3 moved into half-opened beta, and it's closer to stable release (1-2 months maybe?), I started to wonder will GMLi...
started by gnysek Apr 29, 2020
32 replies
1,028 views
Reloading doesn't work sometimes with some parts of Game Maker. I have issues with my project with certain objects. For...
started by Treefly Games Jun 27, 2020
3 replies
323 views
It says in the gmlive documentation that dynamic expressions in switch statements are iffy. But, to me it was unclear to...
started by Synthasmagoria Jun 12, 2020
2 replies
519 views
Is it possible to bundle your game with a couple .gml script files that will be loaded at initial runtime by GMLive? For...
started by Coded Games Jun 12, 2020
1 reply
221 views
Hi! If I use a given function in the code, for example: view_camera[0] = camera_create_view(0, 0, 1920, 1080); Then I se...
started by vortexcannon Jun 08, 2020
2 replies
343 views
I confirmed that it didn't work for both functions and found out why. so... i share this solution :) 1. open '<your proj...
started by rsystem Jun 05, 2020
203 views
No replies yet
I'm using GMLive to playtest a moblie game, however there appears to be no changes in game. Here's what I found in the O...
started by Vivid Legends May 30, 2020
3 replies
298 views
Hi, Downloaded this today. Sorry, but I don't yet know all the details of the tool but I've figured out if include if (l...
started by Colton Phillips Apr 18, 2020
7 replies
404 views
So I'm attempting to use a "live room." The non-live version of the room (which has 5 tilemap layers) works normally and...
started by Game Soup LLC Mar 29, 2020
5 replies
459 views
Hi guys, First of all - GMLive is great, I have been using it for almost one year and it is one of the best GMS extensio...
started by Dave.Moon Apr 02, 2020
2 replies
297 views
Hey there, I've run into a strange issue with GMLive. Everywhere else in my project that i've used the line: if (live_ca...
started by CoxGameworks Apr 04, 2020
2 replies
239 views
Quite simply, running the game in debug mode for me causes a very inconsistent, non-logged crash that throws no errors...
started by SleepySage Mar 13, 2020
1 reply
374 views
physics_test_overlap() Doesn't work at all - it cannot detect collisions between two physical objects while live coding...
started by K.Blank Mar 03, 2020
2 replies
372 views
Hey, didn't see this in the documentation, so I thought I'd report it. This code will compile and run without throwing a...
started by VacantShadeGames Feb 05, 2020
2 replies
274 views
Macros within macros (even basic ones that don't violate the limitations section in the documentation) and macros that u...
started by Bulletproof Outlaws Nov 22, 2019
3 replies
356 views
I've just noticed today, that you can write in GMS2 (and it's valid): var a = 5, var b = 10; and GMLive reports that as...
started by gnysek Jan 29, 2020
2 replies
267 views
Hello! I got a problem with the gmlive server executer. When I load it in game it closes directly. After using the the e...
started by Hikikomori000 Dec 21, 2019
16 replies
615 views
The application was unable to start correctly (0xc000007b). Click OK to close the application.
started by kevinttan Dec 22, 2019
3 replies
372 views