Should I delete the app form the application folder on my mac before installing this one? Like whats the safest way?
No idea what I did differently. I just re-downloaded the new update to run it and get the log, but it seemed to have worked this time.@Bryner Could you please make a helpdesk ticket and attach your UI.log please? You can find the ui.log here: /Users/Shared/GameMakerStudio2/ui.log
Here's a link to the helpdesk report page: https://help.yoyogames.com/hc/en-us/requests/new
Cheers!
The installer should remove the existing version to the trash, but yes, if you want to do it yourself to be sure, just move it to the trash yourself beforehand.Should I delete the app form the application folder on my mac before installing this one? Like whats the safest way?
I responded to your separate thread about this. However, of course we'd also really like to know why you say you're blocked from working in the new version, but the older one is okay. Can you please file a Helpdesk ticket about this so we can get details, please?Is there any chance someone could post the link to the previous IDE for the mac build? This would at least put me back into a frame where I could work.
The issue with that Dan, is that I didn't quite know I needed to the Apple developer license in place before I could build a APP file. I don't feel that this is parity with Windows users experience because they would not have to go and spend an additional 100 dollars in order to build an executable. Unless I am doing this incorrectly, which may be the case as I am learning. But I can't seem to build a executable for my mac."Is there anyway to download the old version of the mac build 2.1.0.212? I can no longer seem to run two instances of my game in VM while I am debugging. When I try and run two instances the new IDE asks if I want to stop the current one running. I click cancel and the IDE goes into a funky state where it won't make any builds. Can you provide the link to the old MAC IDE 2.1.0.212 the public build right before this latest one?"
Okay, I see the issue was mentioned earlier in this thread. This is actually an issue we have deliberately changed/fixed, as this was that the Mac IDE wasn't closing game processes properly. The Mac IDE now matches the Windows one in that you can only have one runner instance launched by the IDE at a time.
This isn't a bug and won't be changed back in future releases, I'm afraid, so I wouldn't suggest rolling back and staying on that version, rather, I'd suggest you use the same method WIndows users have always had to do: for the usage you're attempting, you would typically build (create exe) your server and then run/debug your client (or vice versa).
Have you tried leaving the Signing Identifier in the MacOS settings blank, and then building a Mac App.But I can't seem to build a executable for my mac.
Does this work with the latest runtime and IDE? Perhaps YYG should default this to blank.Have you tried leaving the Signing Identifier in the MacOS settings blank, and then building a Mac App.
Also make sure build for Mac App Store is not ticked. (under Packaging options)
Seems to work ok for me.
It's only if I leave something entered in the Signing Identifier box, that the build wants to sign the app with a developers certificate.
Also Dan I submitted a trouble ticket before I read your next post. Tell the support team to ignore please!"Is there anyway to download the old version of the mac build 2.1.0.212? I can no longer seem to run two instances of my game in VM while I am debugging. When I try and run two instances the new IDE asks if I want to stop the current one running. I click cancel and the IDE goes into a funky state where it won't make any builds. Can you provide the link to the old MAC IDE 2.1.0.212 the public build right before this latest one?"
Okay, I see the issue was mentioned earlier in this thread. This is actually an issue we have deliberately changed/fixed, as this was that the Mac IDE wasn't closing game processes properly. The Mac IDE now matches the Windows one in that you can only have one runner instance launched by the IDE at a time.
This isn't a bug and won't be changed back in future releases, I'm afraid, so I wouldn't suggest rolling back and staying on that version, rather, I'd suggest you use the same method WIndows users have always had to do: for the usage you're attempting, you would typically build (create exe) your server and then run/debug your client (or vice versa).
As far as I know yes.Does this work with the latest runtime and IDE? Perhaps YYG should default this to blank.
.... This is why I "MAGICALLY" got it to work once... Thank you Indiana you have reduce my_gray_hair by 1As far as I know yes.
As you may have noticed, each time you restart the IDE, the Signing Identifier field defaults back to something like "Developer ID..." if you left it blank previously.
So I have to delete it each time I want to make a Mac standalone app.
I have logged a ticket with the helpdesk regarding this a little while ago.
If building a standalone mac app was the main issue, then yes, I would upgrade to the latest version, as it this issue is not dependent on which version you use.Now the question is should I upgrade back to the new IDE and Runtime.... I was blaming all my problems on that.
UPDATE : Just an update on this bug - I seem to have fixed it.GMS 2 For Mac
OS : Sierra v10.12.6
IDE hard crashes (instantly closes, no warnings etc...) just after my existing project finishes loading.
Last 3 lines of ui.log are :
(Removed identifying pathnames)Code:[03:35:56:546(ef18)] WARNING: FileWatcher already ignoring directory '/Users/***********/GameMakerStudio2/*********/.git' [03:35:56:546(ef18)] WARNING: FileWatcher already ignoring file '/Users/***********/GameMakerStudio2/********/.gitignore' [03:35:56:546(ef18)] WARNING: FileWatcher already ignoring file '/Users/**************/GameMakerStudio2/************/.gitattributes'
Project is using Source Control, although I use an external tool ( SourceTree ) to manage the commits/pulls.
Project opened normally under previous version (2.1.0.212)
*FIX* - When I move all my project files to another folder that is not under source control, I can open the project successfully.
EDIT: The above error does not seem to happen on the Windows version of GMS 2 (Windows 7, same setup, source control enabled, using Source Tree to pull the repository)
var buff = buffer_create(20, buffer_fixed, 1);
buffer_write(buff, buffer_u8, 50);
buffer_write(buff, buffer_u8, 100);
buffer_write(buff, buffer_u16, 50);
buffer_write(buff, buffer_u16, 100);
buffer_write(buff, buffer_s8, 50);
buffer_write(buff, buffer_s8, 100);
buffer_write(buff, buffer_s16, 50);
buffer_write(buff, buffer_s16, 100);
buffer_seek(buff, buffer_seek_start, 0);
int = 50;
int2 = 100;
float = 50.0;
float2 = 100.0;
u8 = buffer_read(buff, buffer_u8);
u8_2 = buffer_read(buff, buffer_u8);
u16 = buffer_read(buff, buffer_u16);
u16_2 = buffer_read(buff, buffer_u16);
s8 = buffer_read(buff, buffer_s8);
s8_2 = buffer_read(buff, buffer_s8);
s16 = buffer_read(buff, buffer_s16);
s16_2 = buffer_read(buff, buffer_s16);
show_debug_message(string(int) + "/" + string(int2) + "=" + string(int/int2));
show_debug_message(string(float) + "/" + string(float2) + "=" + string(float/float2));
show_debug_message(string(u8) + "/" + string(u8_2) + "=" + string(u8/u8_2));
show_debug_message(string(u16) + "/" + string(u16_2) + "=" + string(u16/u16_2));
show_debug_message(string(s8) + "/" + string(s8_2) + "=" + string(s8/s8_2));
show_debug_message(string(s16) + "/" + string(s16_2) + "=" + string(s16/s16_2));
50/100=0.50
50/100=0.50
50/100=0.50
50/100=0.50
50/100=0.50
50/100=0.50
50/100=0.50
50/100=0.50
50/100=0
50/100=0
50/100=0
50/100=0
This is probably the problem I had when I posted the following message but I had not investigated it. Thank you Dukesoft.Seems like internally buffer_read now returns INTS instead of doubles? Anyway, bug report;
I have lots of very strange bugs in YYC (Windows and Android): floating numbers automatically rounded, acting like integers. Came back to previous runtime.
"GameMaker Studio 2" is not the same as "GameMaker: Studio Professional". "GameMaker: Studio Professional" is v1.x, and "GameMaker Studio 2" is... well... v2.x. If you want the non-trial version of GMS2 then you need to buy it. If you have bought one of the full versions of GMS2 then make sure you have logged in to the IDE with you account/licence details - that will activate it as the full version.I'm sure I bought a complete GameMaker: Studio Professional, including other complementary products.
I wonder if this happened to me too. Did your performance tank when you tested your game? I had one time where all of a sudden my game runs were stuttering and I simply restarted my cpu and everything was fine. Didn't think to check my task manager to see if my CPU ramped up like yours or notNot sure why this CPU hog thing happens but it does occassionally when idling and I sometimes have to just task manager and kill GMS2 to get rid of it and then reload it to continue my project.
Windows 10 64-bit. Didn't use to do this.
nope. Game ran fine. This just happened after leaving GMS2 in the background doing absolutely nothing for an hour or so and wondering why my PC suddenly felt sluggish.I wonder if this happened to me too. Did your performance tank when you tested your game? I had one time where all of a sudden my game runs were stuttering and I simply restarted my cpu and everything was fine. Didn't think to check my task manager to see if my CPU ramped up like yours or not
Have they created an issue about buffer_read in http://bugs.yoyogames.com? I don't see it. I would like to monitor it.I have these issues in VM as well, but not on regular variables - only on the buffer functions (AFAIK).
Fortunately they simultaneously broke it so you can hit home-home-home or end-end-end to get to the beginning or end of the current script. Not ideal but something.Holy hell - please, for the love of whatever-religion-you-believe-in, PLEASE REVERT THE EDITOR KEYS BACK TO WHAT THEY DID BEFORE!
If I press END then I want the cursor to do what it did before - move to the end of the current line. NOT move to the end of the script/block/whatever-it-decides
CTRL-HOME/CTRL-END should move the cursor to the start/end of the script. Seriously - why doesn't this work any more
This is driving me nuts!
Good to know, I thought I was the only one who didn't get some sort of confirmation when I submitted my Search Function Enter Button bug and that you also have to always expand the search bar to search and replaceFortunately they simultaneously broke it so you can hit home-home-home or end-end-end to get to the beginning or end of the current script. Not ideal but something.
I did submit a report about this but got the usual response--silence, not even an auto-reply let alone a tracking number.
Yeah when Home/End changed from how it worked originally (perfectly IMO) it really broke my workflow too - the IDE became so annoying to use because of ingrained habits from every other piece of software I have used and the fact that it worked that way in GMS2 when it first came out until they changed it out the blue a couple of months ago.Holy hell - please, for the love of whatever-religion-you-believe-in, PLEASE REVERT THE EDITOR KEYS BACK TO WHAT THEY DID BEFORE!
If I press END then I want the cursor to do what it did before - move to the end of the current line. NOT move to the end of the script/block/whatever-it-decides
CTRL-HOME/CTRL-END should move the cursor to the start/end of the script. Seriously - why doesn't this work any more
This is driving me nuts!
Yeah it was intentional, and was a byproduct of fixing another bug IIRC.That change was intentional??? That is bizarre. Absolutely whacked. What text editing software does not go to the beginning and end of the document using ctrl-home and ctrl-end? Does anyone know of any example? That's how it works in Visual Studio, Android Studio, Word, Notepad++, Notepad, Wordpad, browsers (e.g., this comment box), frigging Adobe Acrobat Reader which doesn't even edit text ... every program I know.
Looks like they fixed this in the latest release, happy xmas!CTRL-HOME/CTRL-END should move the cursor to the start/end of the script. Seriously - why doesn't this work any more
Hello,"GameMaker Studio 2" is not the same as "GameMaker: Studio Professional". "GameMaker: Studio Professional" is v1.x, and "GameMaker Studio 2" is... well... v2.x. If you want the non-trial version of GMS2 then you need to buy it. If you have bought one of the full versions of GMS2 then make sure you have logged in to the IDE with you account/licence details - that will activate it as the full version.
You bought GM:S 1.4 Pro in the Humble Bundle. It is not a trial. It is not the same as GMS 2 which is a newer product. Your exports will work with GM:S 1.4 Pro. They will not work with GMS 2. GM:S 1.4 is a different installer for you to download and install. It has nothing to do with GMS 2.Hello,
thank you for the answer, I really have Gamemaker Studio 2 Trial. I bought the program at Humble Bundle in August 2017. Unfortunately, there was no mention that it was a Trial version and so I was disapointed.
Please answer the question: I have also purchased the Mac Export extensions, Ubuntu Export, Windows Only Export, Windows 8 Export, HTML5 Export, Android Export, iOS Export, Windows UWP. When I buy the full version of GM2 now, will the expansion work?
Thank you, Tomas Kubal, Czech Republic