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Recent updates

1.0.78 - GM2024.11 tweaks and fixes
2
5
New stuff There’s now live_auto_call_nr , which is like the regular live_auto_call , but does an exit instead of a return . You can use it when Feather or GME...
1 file — 1.0.77
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Changes Minimum supported version is now GM2022 (LTS or stable), 2.3.x version has been archived.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
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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
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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
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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
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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
318 topics · Next page · Previous page · First page
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Last post
I notice in the console log that it's spitting out multiple reload messages at once. I made a brand new project with lit...
started by Bulletproof Outlaws Jul 28, 2020
2 replies
4,468 views
Hello, just bought your extension it’s really good so far, apart from one thing: collisions using the Pixelated Pope...
started by (: Aug 09, 2020
2 replies
280 views
I just bought GMLive and followed all instructions to set it up for Gamemaker Studio 1. The gmlive-server.exe would not...
started by PlasmaNapkin Aug 01, 2020
1 reply
230 views
Can you please fix macros with live reloading? They do not appear to work 100%.
started by Treefly Games Jul 11, 2020
2 replies
242 views
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
362 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
970 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
1,068 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
346 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
558 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
238 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
358 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
214 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
321 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
425 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
493 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
328 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
260 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
394 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
393 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
288 views