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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Changes Minimum supported version is now GM2022 (LTS or stable), 2.3.x version has been archived.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
7
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
303 topics · Next page · Previous page · First page
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Last post
Hello, I downloaded gmlive for GMS2 on the YoYo marketplace. It worked well before upadting to gms2.3 ( I I was delaying...
started by Dave.Moon Nov 04, 2020
4 replies
567 views
Hi there, I've got an issue with shader reloading. I've bought the shader_replace_simple extension and imported it into...
started by Daikon Games Oct 10, 2020
1 reply
257 views
I would like to know if there is or will be a support for that.
started by Animeliqite Oct 10, 2020
2 replies
289 views
So this was me coming back to GMS2 after the 2.3 update and updating GMLive, I removed all previous traces of GMLive and...
started by SleepySage Oct 09, 2020
1 reply
303 views
I am running GMS 2.2.5.481, runtime 2.2.5.378. I purchased GMLive and downloaded the 1.0.26 version for GMS2. I cannot u...
started by Zargy Sep 27, 2020
3 replies
293 views
Only got the extension today so I'm still finding my way around. I've got it up and running doing basic stuff like chang...
started by Xerra Sep 26, 2020
7 replies
448 views
Without writing " if live_call() return live_result; " my object's Step event is performing normally with room speed=...
started by Pauloondra Sep 26, 2020
4 replies
551 views
Hello, I'm running GMS2 2.3 (STEAM) - Windows 10 (build ver 1909). I've just purchased this app through the Yoyo market...
started by Karlstens Sep 28, 2020
2 replies
372 views
Hey there, So far 2.3 has been a lot of headache to me and what's worst it's breaking my favorite GM tools. After upgrad...
started by SnoutUp Sep 25, 2020
5 replies
772 views
After room reloads, the old object stays, and the new objects are added on top of that. Like if I were to move an object...
started by ShaubbyPlayz Sep 22, 2020
5 replies
438 views
Hello YellowAfterlife, I have been devoted GMLive user for the last year and a half - mainly for GMS 1.4. I really like...
started by Dave.Moon Sep 13, 2020
1 reply
451 views
Does the code: if(live_call()){ return live_result; } need to be on every Event (ex. Create, Step, etc.) of an object? O...
started by Cain_13 Sep 10, 2020
1 reply
257 views
Every time I’m importing this extension, I can see “GMLive - Copy.gml” file under scripts, is this some hidden fil...
started by gnysek Sep 08, 2020
2 replies
263 views
I've been getting extreme lag in the IDE, makes unusable. In my efforts to try and get rid of the lag I stopped running...
started by ningaman151 Oct 14, 2018
5 replies
920 views
Using GMS light functions draw_light_define_point and so on once the light got turned on with draw_light_enable it stays...
started by foreverisbetter Sep 01, 2020
1 reply
206 views
Not sure what's going on, but this happens on an empty project. Nothing in it, other than barebone GMLive objects, exten...
started by mrvictordiaz Aug 21, 2020
6 replies
360 views
Error in the latest GMLIve. Version 1.0.29 #############################################################################...
started by Treefly Games Aug 23, 2020
3 replies
361 views
Hi, I found another bug. This is a very strange one. So I create a new project, import GMLLive, create one object and on...
started by JamJamTeam Aug 22, 2020
4 replies
276 views
So on my end delta_time is undefined, but only on places where it's live_enabled for some reason.
started by mrvictordiaz Aug 30, 2020
3 replies
253 views
create: shader_set_live(sh_Outline,true); draw: if (live_call()) return live_result; Unable to find a handler for except...
started by droog126 Aug 24, 2020
1 reply
222 views