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Devlog
1.0.76 - more fixes & tweaks
May 25, 2024
by
YellowAfterlife
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 clarifications, technical explanations,...
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1.0.74 - GM2024 support and various fixes
March 23, 2024
by
YellowAfterlife
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Changes Minimum supported version is now GM2022 (LTS or stable), 2.3.x version has been archived.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 together. This seems to reduce likelihood of c...
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2024.2 minifix
March 05, 2024
by
YellowAfterlife
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 executables with these new ones should have them w...
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1.0.72 - Assorted fixes
September 27, 2023
by
YellowAfterlife
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 errors are now reported as [line X, col Y]...
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1.0.71 - GML updates and fixes
May 22, 2023
by
YellowAfterlife
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 "\u000065" are now supported. Added suppo...
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1.0.67 - small fixes and live_auto_call
December 15, 2022
by
YellowAfterlife
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, instead of if (live_call()) return live_result...
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1.0.65 - 2022.11 compatibility and HTML5 tweaks
December 01, 2022
by
YellowAfterlife
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 supported. Still backwards-compatible with...
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1.0.63 - GML updates and a bunch more
November 14, 2022
by
YellowAfterlife
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. Might not seem like a lot, but I had to...
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1.0.62 - 2022.8 compatibility and alt. server
September 12, 2022
by
YellowAfterlife
8
Room reloading now works for 2022.8 projects (2022.8 added compression to room tile data) There is now a gmlive-server-alt.exe for Windows, which is compiled for C# and should generally be faster for...
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1.0.59 - Fixes, features, and optimizations
August 03, 2022
by
YellowAfterlife
5
New features You can now live-reload paths! ( path_set_live ) They are not the most popular resource type, but people found various creative uses for them. You can now live-reload included files! ( fi...
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1.0.57 - 2022.2.1 compatibility
March 12, 2022
by
YellowAfterlife
7
GMLive’s API was updated to match current stable version of GMS2. I hope to release a separate tool for updating the API script automatically soon, but it may take time due to the overall situation...
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2.3.7 updates
November 29, 2021
by
YellowAfterlife
10
Added support for the new func(a,,b) (acting as func(a,undefined,b) ) Added support for non-folder sub-layers Added support for effect layers Server now prints small notes along with HTTP status codes...
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1.0.54 - small fixes
August 21, 2021
by
YellowAfterlife
6
I added even more error checking for missing/corrupted scripts! This shows meaningful messages on startup. live_log_script now has a second log_level argument. If you ever wanted to make your game bee...
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1.0.53 - GX Jam edition
August 02, 2021
by
YellowAfterlife
3
Also known as “everyone is suddenly trying to use HTML5 export for the jam ” Fixes Fixed GMLive producing invalid JS on HTML5 due to static a=[] syntax (report #186114). This is a re-run of a...
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1.0.48 - many fixes!
June 05, 2021
by
YellowAfterlife
3
This update fixes a large number of variously exotic issues. Improvements GMLive now omits indexing its own scripts, which improves server startup time for smaller projects a bunch. GMLive now omits c...
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1.0.46 - shader reloading and performance fixes
March 10, 2021
by
YellowAfterlife
5
I fixed an issue where 2.3 scripts wouldn’t necessarily be picked up when choosing to not connect to the server (by using undefined as “url” argument). No one had actually complained about this...
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1.0.42[/43] - Various fixes
February 08, 2021
by
YellowAfterlife
2
This version brings a few changes: I fixed an issue where background colors layers in “live” rooms would turn invisible, causing some users to believe that instances are being duplicated or stacke...
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An experimental anti-crash build
December 31, 2020
by
YellowAfterlife
2
Through a somewhat complicated testing process I have established that mystery crashes in GMS2.3 have something to do with actively using structs! So… here’s a build ( GMLiveForGMS2.3-experimental...
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1.0.39 - this is another of those "more 2.3 fixes" updates
December 16, 2020
by
YellowAfterlife
1
Improvements: I tried cleaning up some of the “unused” variables, though there is a certain limit as GMS2.3 will also gladly complain about functions that you are not calling in your code. Fixes...
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1.0.38 - even more 2.3 fixes
December 01, 2020
by
YellowAfterlife
5
Fixed the global variable name '__lnc__std_haxe_boot_isJS' not set before reading it. error with 1.0.37, which was caused by some mysterious script init order change for some projects. Fixed gmlive-se...
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1.0.37 - more small fixes
November 21, 2020
by
YellowAfterlife
2
Fixed “unable to find function” with the recent few versions when live_enabled is false . If the chosen port is taken, gmlive-server will now prompt you if you’d like to pick a different one. Ad...
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1.0.35 - 2.3.x HTML5 compatibility
November 20, 2020
by
YellowAfterlife
2
The extension now appears to be working on 2.3 HTML5 target, which comes from me having spent a day filing bugs and adding workarounds (pictured). I have also fixed included files missing in the last...
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1.0.34 - 2.3.1 compatibility and various fixes
November 17, 2020
by
YellowAfterlife
5
Additions & improvements: Added a bunch of API functions for exposing/overriding entries for “live” code. GMLive-server now has an icon on Windows (also wrote a post about this). GMLive-server now...
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2.3.1 beta note
October 05, 2020
by
YellowAfterlife
6
If you have already installed 2.3.1 beta and you are getting Variable unknown_object.buffer_surface_copy(103476, -2147483648) not set before reading it. you will need to open the "GMLAPI" script and r...
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1.0.31 - and a few more 2.3 fixes
September 01, 2020
by
YellowAfterlife
5
Smaller things this time around: Switched back to having all GMLive internal variables prefixed to avoid this bug (which I thought was fixed) Fixed "delta_time" not working in live code (this is also...
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1.0.29 - even more 2.3 fixes, surely enough
August 21, 2020
by
YellowAfterlife
2
Fixes: Fixed shaders not being indexed in 2.3 projects. Fixed missing named 2.3 function arguments being set to 0 instead of undefined. Fixed 2.3 constructor invocation sometimes working incorrectly...
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1.0.27 - more 2.3 fixes
August 09, 2020
by
YellowAfterlife
4
Fixes: Fixed some functions not passing `self` correctly in 2.3 version (most notably draw_self). Fixed gmlive-server getting duplicates of files when restarting the game without restarting the server...
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1.0.26 - various fixes
July 25, 2020
by
YellowAfterlife
3
Additions: live_execute_string now takes optional rest-arguments that will be available as argument[] in executed code. Improvements: Macros with live_call in them are now supported - you can now do #...
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1.0.25 - GMLive beta for GameMaker Studio 2.3 beta!
July 15, 2020
by
YellowAfterlife
8
Hello! I have released a new version of GMLive that can be used with 2.3 beta! What works: Generally any code that worked in 2.2 Structs Method calls Inline functions (including inline functions creat...
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1.0.24 - shader reloading (beta) and a few fixes
January 28, 2020
by
YellowAfterlife
1
Fixes & improvements: The server now shows elapsed time for operations. Fixed a number of room loading issues with the C# version of the sever. Added some logging for cases where something can't be do...
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Shader reloading sneak peek, gmlive-server mini-fix
January 12, 2020
by
YellowAfterlife
4
Firstly, I have exciting news! Using what is best described as series of high-end delightful hacks, I was able to implement shader live reloading, which will be available in the next update. For the i...
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1.0.23 - room reload fix, server reliability
December 22, 2019
by
YellowAfterlife
1
Fixed create events mostly not running when reloading rooms Server now shows how long the initialization phase took Server no longer closes if the game aborts HTTP request while the server's getting t...
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1.0.22 - fixes, GMS2 updates, HTML5, catch_error
October 18, 2019
by
YellowAfterlife
4
GMS2 updates This release bumps the GML API coverage to the current GMS2 release, 2.2.4.372. I also fixed a few inconsistencies with API coverage (mostly owing to inaccuracies in the official "fnames"...
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1.0.21 - buffer_network fix
December 06, 2018
by
YellowAfterlife
So a new GMS2 update came out and got rid of one of the constants, giving you an error like this: ___________________________________________ ##########################################################...
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1.0.20 - room reloading
June 22, 2018
by
YellowAfterlife
12
Additions: Room reloading ! You can now mark a room for live reload and have it restarted (immediately or at request) whenever you change it in the project (be that GMS1, GMS2, or using custom editors...
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1.0.19 - sprite reloading and imrovements
June 17, 2018
by
YellowAfterlife
6
Additions: Sprite reloading! Call sprite_set_live anytime and your sprite will be updated whenever you change it from GameMaker or via external software. Improvements: Specifying server URL as `undef...
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1.0.18
April 29, 2018
by
YellowAfterlife
1
Fixed a missing reference to a script called "trace" because I uploaded a version with debug information on again . I have now just stripped that code entirely to prevent this from happening in future...
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v1.0.16 / v1.0.17
April 22, 2018
by
YellowAfterlife
Fixed timelines not being reference-able by name in "live" code. Fixed some functions (most notably skeleton_ and networking_ groups) not being reference-able in "live" code. itch.io uploads are now d...
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v1.0.15
February 17, 2018
by
YellowAfterlife
1
This update very specifically allows to use "global" keyword as an expression, including in macros (in case you had a macro for shortening it )...
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v1.0.14
January 20, 2018
by
YellowAfterlife
Added a few more safety checks to obj_gmlive for GMS1. Fixed live_restart_if_necessary still executing (and restarting the game) when live_enabled is 0. Fixed "var a = 1 b = 1" being considered an err...
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v1.0.13 - you guessed it,
January 06, 2018
by
YellowAfterlife
As if releasing updates specifically causes people to find increasingly more exotic issues in their projects Added even more error handling to the server. As it turns out, GMS2 projects may contain re...
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v1.0.12 - small fixes
January 05, 2018
by
YellowAfterlife
Remove two unnecessary calls to debug (trace) script in the GMS2 version of last update. If this ever happens again, you can make a temporary script called "trace" that just has `var _=argument[0]` i...
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v1.0.11 - more small fixes
January 03, 2018
by
YellowAfterlife
Fixed multi-line strings throwing off line number counting in errors. Fixed enums not being recognized if there's a comment between name and opening curly bracket. Both extension and gmlive-server now...
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v1.0.10 - fixes for a few issues
December 30, 2017
by
YellowAfterlife
This version fixes a few smaller issues that people ran into over past month, A workaround for GMS1/GMS2 bug with extensions sometimes failing to initialize in debug mode is now included in asset's sa...
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v1.0.9 - small fixes
November 25, 2017
by
YellowAfterlife
Fixed enums sometimes being misrecognized as script references. Fixed server preferring GMS1 projects over GMS2 projects if they are scattered in a a GMS2 project directory. Added more error handling...
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v1.0.8 - fixes and improvements
November 22, 2017
by
YellowAfterlife
Current tendency of rolling out one build per day is purely because people keep finding small things that don't work as expected in some project of theirs, I fix those, and publish a build in the end...
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v1.0.6/1.0.7 - fixes for odd macro/enum uses
November 21, 2017
by
YellowAfterlife
This update addresses series of oddities with non-standard use cases with macros and enums - such as chaining macros. Or using macros in enum values. Or using asset indexes as enum values. Or using an...
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v1.0.4/1.0.5 - fixes and improvements
November 20, 2017
by
YellowAfterlife
Fixed backgrounds not being recognized by their resource name in GMS1 version. Fixed a few global arrays (such as view_xview[]) not being recognized. Fixed gamepad_button_check_pressed in particular n...
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v1.0.3 - hotfixes
November 18, 2017
by
YellowAfterlife
Fixed built-in constants having mixed-up values for some people. I don't actually know what happened there - runtime would semi-randomly skip random script arguments or calls in initialization so I...
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