Vice versa possible! (no beta on Steam currently)Ah I see, thanks for the reply.
Running Stable via standalone and Beta via Steam (or vice versa) is still possible though?
Vice versa possible! (no beta on Steam currently)Ah I see, thanks for the reply.
Running Stable via standalone and Beta via Steam (or vice versa) is still possible though?
Awesome, thanks man.Vice versa possible! (no beta on Steam currently)
Got it, noted. I had read that doc before, but I only remembered the bit about not running in a VM/Hackintosh was not supported, I had forgotten about bootcamp. That's fair enough, I'll keep that in mind. I usually run GMS 2 in Mac Mode, I had just recently switched to using Windows 7 on bootcamp as I needed to do some Windows testing.Please note we don't really support Bootcamp/Parallels/Hackintoshes, etc., as covered in our Required SDKs guide, but it's good to know things are running pretty well for you.
Thanks, that's great to know. You just saved me a bunch of time researching that myself, much appreciated.1-4 are in our bug database already as suggestions.
Ah...that makes sense. The compiled game itself plays audio through the headphones when they are plugged in, but I see the IDE is set to the speakers in Preferences as you said.#5 is the audio device set in Preferences. At some point this must have been set to use the speakers. Set it to force the headphones or set it to just use the system default, and then it should be fine.
Just to follow up on this:I'm very happy to see that the >60hz framerate bug has been fixed! However, my application now freezes for 3-4 seconds when switching to fullscreen. Here's what the console has to say about this:
"Vsync wait times out of bounds - reverting to sleep based timing"
I'm using a Gsync monitor at 144hz.
Anyone else experiencing a similar issue?
On Ubuntu 18.04:
GUID: 12
Description: PDP Xbox 360
Incorrect Mapping:
LStick X and Y are stuck at .5
RStick Y is stuck at .5
ShoulderRB ---> RStick X
Start ---> ShoulderRB
Select ---> ShoulderLB
XBox button ---> Select
StickL ---> Start
StickR ---> StickL
Absent Mapping:
DPad ---> nothing
ShoulderLB ---> nothing
On MacOS 10.14:
Need to install a driver called "XBox 360 Controllers" first: https://www.tweaking4all.com/os-tips-and-tricks/macosx-tips-and-tricks/xbox-360-controller-on-mac/
GUID: 0
Description: Xbox 360 Wired Controller
Incorrect Mapping:
ShoulderR ---> Dpad up
ShoulderLB ---> RStick X
StickL ---> Dpad down
StickR ---> Dpad left
Start ---> Dpad right
Select ---> Start
Xbox button ---> select
RStick X is stuck at -1
Absent Mapping:
Face 1,2,3,4 ---> nothing
ShoulderL ---> nothing
ShoulderRB ---> nothing
You can certainly get that situation with the non-beta also, but as the saving system is much improved in 2.2.1 this is probably why you're seeing the change dialogue sooner - will look more into this here. I will pass on the message about the dialogue suggestion also.If you open a second IDE and accidentally open the project you're already working on in the first IDE, then even if you immediately close the second IDE your project alerts that files have changed (a whole mess of guids) and asks if you want to save or reload. I don't think this happens with the non-beta version.
I recommend checking to see if the same project is already open and giving a warning message.
Also, what's the safest choice when this happens, save or reload?
I can still see http here - https://gms.yoyogames.com/update-win-Beta.rss0030165: General: Release notes pages don't work when viewed using https.
Thought that number seemed small on my previous post of DXDiag. Reinstalled (actually just checked the numbers and it's different version? With the newer one being wrong?) video drivers and it now says
I'm very happy to see that the >60hz framerate bug has been fixed! However, my application now freezes for 3-4 seconds when switching to fullscreen. Here's what the console has to say about this:
"Vsync wait times out of bounds - reverting to sleep based timing"
I'm using a Gsync monitor at 144hz.
Anyone else experiencing a similar issue?
Just to follow up on this:
Using a blank project, I can toggle into fullscreen instantly. However, the lag returns along with the console message if I enable viewports for the active room. So it's looking like this is a bug with 2.2.1...
Now that the permission system is in place, we've released this version to start getting feedback, and we're now working on making this change for the next GMS2 release.@Dan There exist any prevision on when the mandatory download of audio files at initialization for mobile browsers (HTML5) will be corrected? Or maybe if there exists any workaround to avoid it?
I have an important project with dozens of streamed musics and that behavior make it impossible for my game to run on mobile devices. If a sound is flagged as streamed, it shouldn't be downloaded and loaded when the game starts.
This is already reported as 0029582: Build Android: Architecture check still happens even if your device is not connected, results in incorrect ARMv5 errorAlso a request for someone to confirm a possible bug: Using Android, if I have one phone connected by USB but select a different (disconnected) phone to build to, I get an "architecture not supported, please include armv5 architecture" error. This is not a great error message; it almost sent me down a rabbithole before I noticed my mistake. If this happens to someone else---trying to build to a different device than is actually connected gives a "need armv5" error---please say so, and I'll report it as a bug.
No, the IDE doesn't do that - unless you're still using a FAT formatted HDD or perhaps working off a network drive? However, if you're working out of a OneDrive/Dropbox/etc. "live" folder or you have antivirus/anti-malware software running, then you might be seeing the IDE recognising that files were locked and retrying the save a few times. This is intentional and is to stop these external processes causing saving fails. Send us a ticket and let us know if none of these are the case.The IDE seems generally very slow now compared to before, especially when working with resources, adding new ones and renaming or moving old ones. It regularly freezes for between 1 and 3 seconds after modifying a resource, which isn't a lot in itself, but it gets tedious when I have lots of resources to manage. Is it saving the entire project every time I modify a resource..?
Awesome news! That issue has been killing me for months.Now that the permission system is in place, we've released this version to start getting feedback, and we're now working on making this change for the next GMS2 release.
iOS has serious device stability? It's funny because, first of all, the "workaround" you guys came to "fix" the sound issue on mobile (download and load all the sounds beforehand) NEVER was a real viable option in a rial life projects with several music and sounds. Maybe it was in the small demo projects you guys used to test, but not in a serious project. Before that "fix", at least our Android users (about 80% of our mobile players) could play our HTML5 game without any issue (iOS never was suitable). Now, 0% of our Android players can play because the game crash at loading. WHAT A NICE FIX! And here am I hearing it will be delayed even more due to iOS oddities (that always existed due to iOS nature).Not currently - we fixed that particular report by removing the previous workaround, but in testing we then found whilst this system works fine on Android now, iOS has serious device stability issues that we're currently investigating. There are further private reports you can't see here
It is a top priority and will be part of a 2.2.2 beta as soon as we can.