flykidsblue1
Member
Samea piece of me dies every time i have to double click to open an event, please roll back the one click as quick as possible, its killing my soul
Samea piece of me dies every time i have to double click to open an event, please roll back the one click as quick as possible, its killing my soul
Most of the professional software in the world gives the user 10,000 tons of options and preferences which can be changed, set and triggered (very often leading to strange behavior), but only the GM users would have problem with that. Yeah, that makes sense. Default - double click, option - single click with description/alert what problems may occur.And by allowing people to set it to single click, it will introduce the bug again. So, no-win situation for YYG.
Aaah, ok, thanks! (I love the VS skin, will have to wait for an update for it).You're using the VS Studio for GML, nice. However, I was having the same problem and it turned out to be a problem with the VS skin. You're going to have to go back to the original GM skin and check the runtimes from there.
There is no bug. It was to improve some "workflow" problems which caused actual serious workflow problems instead. Also please stop with nonsense that it's not fixable which is clearly only from your imagination.And by allowing people to set it to single click, it will introduce the bug again. So, no-win situation for YYG.
How about trying to fix the bug instead of changing something we were used to for more than a year?And by allowing people to set it to single click, it will introduce the bug again. So, no-win situation for YYG.
- Object Editor: Changed opening events to require double-clicks - fixes issues with single-click to select the event changing focus to the script and causing event copy/paste/delete workflow problems
Nowhere have I said that it isn't fixable. I have said that they implemented a fix. If you think it is a major issue, then raise a new bug about a double-click being a problem and see where in the releases it ends up (I suspect nowhere). Just stop telling me what to think, or that it is in my imagination.Also please stop with nonsense that it's not fixable which is clearly only from your imagination.
I'm not even sure what the actual issue is that they have fixed by making it double click only, but what's the problem with having it as an option in the preferences?Nowhere have I said that it isn't fixable. I have said that they implemented a fix. If you think it is a major issue, then raise a new bug about a double-click being a problem and see where in the releases it ends up (I suspect nowhere). Just stop telling me what to think, or that it is in my imagination.
Propose to YYG that you want the single-click back even if it causes problems for you, you will be happy with doing one less click than having stability for that part of the workflow. See if I care.
I just encountered this myself.sprite_add() seems to be broken in this new runtime (2.1.5.246) for iOS exports. It works as expected in 2.1.4.288, but now I cannot load a background dynamically using sprite_add. I am trying to with this line (again works in .288) :
bg = sprite_add("WorldBackgrounds/world1_background_small.png",1,false,false,0,0);
Broken in 2.1.5.246. I just tried it by referencing a .png in the root of Included Files and it works. So it seems to be because the .pngs are under "WorldBackgrounds" folder that it doesn't work on 2.1.5.246 in iOS.
I logged a ticket.
That's great you have a workaround.I just found out that on iOS you can specify the filename without the folder and it actually does find it. So I modified my code with a check for iOS and then remove the folder prefix and that seems to be a workaround for now.
For iOS though? sprite_add() works as expected for folders and subfolders on all other exports just NOT iOS for me.That's great you have a workaround.
I did some more testing and I found that I CAN use sprite_add() to load files from Included Files, as well as any sub-folders in included files, so maybe our issues are different.
Still doing some testing, but it now seems that perhaps for me using get_open_filename() is not able to break through the sandbox limitations, even though it is supposed to.
I don't have the Mobile Export, and I haven't tested for iOS.For iOS though? sprite_add() works as expected for folders and subfolders on all other exports just NOT iOS for me.
I'm using the PC IDE, but this issue is in the runtime... and only in the iOS export that I've seen so far anyway... Android and Windows seem ok, and you are saying that MacOS is ok too.I don't have the Mobile Export, and I haven't tested for iOS.
What OS are you using?
I'm using the Mac IDE on a Mac, building for a Mac application. I'm testing from within the IDE. Maybe I need to build the standalone app and test if it works.
Yeah, I was saying that I may have a different issue.I'm using the PC IDE, but this issue is in the runtime... and only in the iOS export that I've seen so far anyway... Android and Windows seem ok, and you are saying that MacOS is ok too.
I recently had the same problem so I did some investigation. According to Mantis, this is a known issue and should be fixed in the upcoming 2.2.1 release.So my issue is with get_open_filename() on Mac (haven't tested on Windows yet) - I haven't been able to use this function to access files outside of the sandbox.
This IDE update has added some project problems with keys and assets inside the project file. I can't specify which, but I've also faced some that were solved after editing the project file. Try closing GMS2, and opening it again. It should tell you about the duplicated keys, or the missing ones (if it doesn't you'll have an extra step ahead). Make a backup of your project, open your project.yyp and try editing it with any text editor (Sublime or Notepad++ recommended). Try finding an entry that may have the name of your deleted files (or any duplicated keys and, if you don't know the key, try selecting one by one and finding more occurrences on the "document"). If you find this key that shouldn't be there, or is duplicated, delete it/both. Close the editor and reopen your project on GMS2. This should solve your problem...hello
Ive deleted 2 sprites i was not using, now i get the error: An entry with the same key already exists
the log window doesnt show me any error only: C:\Windows\system32\cmd.exe exited with non-zero status (-532462766)
All my sprites are set to the default group
Is there a way to solve this ?
thanks for the tipsThis IDE update has added some project problems with keys and assets inside the project file. I can't specify which, but I've also faced some that were solved after editing the project file. Try closing GMS2, and opening it again. It should tell you about the duplicated keys, or the missing ones (if it doesn't you'll have an extra step ahead). Make a backup of your project, open your project.yyp and try editing it with any text editor (Sublime or Notepad++ recommended). Try finding an entry that may have the name of your deleted files (or any duplicated keys and, if you don't know the key, try selecting one by one and finding more occurrences on the "document"). If you find this key that shouldn't be there, or is duplicated, delete it/both. Close the editor and reopen your project on GMS2. This should solve your problem...
NOTE: Check carefully for the name of the asset/view that is being deleted, since you'll be deleting something from the project. But you can manually add it later with the "Add existing" option on the project tree. In any case, take notes of what you're deleting there, so you're fine later. Also, ALWAYS keep a backup/versioning of your code/project.
There's also a similar (not the same) problem that was solved by deleting entries on the project.yyp. Try checking it out if you have doubts.
Well, if this is true (I haven't installed 2.1.5 due to problems with audio_falloff), it is necessary to look for the causes, otherwise the problem will be dragged for months from upgrade to upgrade. Can you create a separate topic in the forum thread?We're getting a lot of crashes without error logs in our game with this update. Unfortunately, the game is massive and the crashes are seemingly-random, so it's going to be nearly impossible to figure out why this is happening.
This is happening with VM, but previously, it was only happening with YYC which prevented us from ever using YYC. It seems like the issue(s) have bled into VM now as well.
In general YYC is more sensitive to code errors, faults and gives less feedback than VM as it's "purer" als VM, so if you had problems earlier with YYC that means it's plausible there is something wrong in your code in the first place.We're getting a lot of crashes without error logs in our game with this update. Unfortunately, the game is massive and the crashes are seemingly-random, so it's going to be nearly impossible to figure out why this is happening.
This is happening with VM, but previously, it was only happening with YYC which prevented us from ever using YYC. It seems like the issue(s) have bled into VM now as well.
Did you make sure that your problem is not connected with the "windows sleep margin" setting in the game options. Try setting that to 25 and see if the problem still persists. Details are explained here:Unsurprisingly the random high CPU usage bug on laptop is still not fixed. Is it ever gonna fixed?
Do you happen to use the Mac IDE?Woah! I'm noticing a major improvement in speed and responsiveness when using the IDE. In fact, it is quite substantial so much so that it gave me a little shock. lol. I'm going to continue my project now and put the new IDE and runtimes through some testing but overall I am very happy with the IDE responsiveness and Loading times.
Right - I've searched everywhere for people with a similar issue and haven't found it yet, so there must be some weird, little thing that I do when I code that most other people don't.In general YYC is more sensitive to code errors, faults and gives less feedback than VM as it's "purer" als VM, so if you had problems earlier with YYC that means it's plausible there is something wrong in your code in the first place.
Can be that acceptance of the errors by VM was a bug i.e. leading to memory leaks. Now it's repaired and both VM and YYC doesn't accept it. The problem is that there is no error info, in this case you should intensivelu inspect yor code with Debugger.
I had to rewrite my whole game to make it work with YYC - system by system. Now it works perfectly, and when I add anything new I check it on both VM and YYC. As a first step I would check 2 things - syntax errors (i.e. = instead of == in condition checks), variable name collisions - it could be the case when you use a lot of deep scripting.Right - I've searched everywhere for people with a similar issue and haven't found it yet, so there must be some weird, little thing that I do when I code that most other people don't.
Either that, or my other guess was that maybe my code was too large - I know YYC had a really hard time handling scripts that were several-thousand lines long before, and I've noticed that the crashing occurs when my code is very deep in a stack of massive scripts.
the same..... the window of a configuration doens't appear, I double click but it doens't appear.Here's another issue : I cannot open options with any other configuration. I have an AMAZON and UNDERGROUND configs that I use with the Android export, and I cannot open either of those configs. Worse than this, I cannot build with these configs. The IDE crashes immediately. I'll log this.
EDIT : I just created a blank test project with 2 configs and it will build the 2nd config, so it's something in my projects that is crashing under the new GMS2 release.
The same for me with AndroidHere's another issue : I cannot open options with any other configuration. I have an AMAZON and UNDERGROUND configs that I use with the Android export, and I cannot open either of those configs. Worse than this, I cannot build with these configs. The IDE crashes immediately.
i have the same problemsprite_add() seems to be broken in this new runtime (2.1.5.246) for iOS exports. It works as expected in 2.1.4.288, but now I cannot load a background dynamically using sprite_add. I am trying to with this line (again works in .288) :
bg = sprite_add("WorldBackgrounds/world1_background_small.png",1,false,false,0,0);
Broken in 2.1.5.246. I just tried it by referencing a .png in the root of Included Files and it works. So it seems to be because the .pngs are under "WorldBackgrounds" folder that it doesn't work on 2.1.5.246 in iOS.
I logged a ticket.
Can you DM me exactly what you did please?If you refer to
ProgramData/GameMakerStudio2/Cache/
then yes, I've tried deleting that. I'm still experiencing sprite errors.
I'm also seeing similar issues reported on the GMS subreddit, under the new version post.
Edit: Reinstalling fixed the issue. I started to get "Access to path denied" errors but that's because I had to re-enable running as Admin after reinstalling.
For sure not, GMS was never accessing any device images. They just added in-os keyboards, after 6 years.Can I get the IR-image from the right joycon?
While we can't publicly discuss what we support with Nintendo Switch and joycon functionality etc. If you are a registered Nintendo developer you can put in a support ticket and you will get an answer to all these questions ThanksI know, it's Beta. There are funny translations over and over in this version. I am looking at the German version. "XBox One" gets to "XBox Eins" e.g. and also some of the commands are translated like the "image_" commands now are in the help "Bild_"
Bild_Skalierung
But my question is more about the "Nintendo Switch". Can I use the joycons and use there gyroscope? Can I get the IR-image from the right joycon? Will I be able to adress 10 joycons or 5 pairs of joycons and get 2 IR-images out of them?
device_get_tilt_x okay, but also Gamepad_get_device_count has to gave us a number higher 4.
Will we get gamepad_get_colour to get the color of the joycon?
Will gamepad_axis_value(device, axisIndex); work for the gyroscope and accelerometer?
Will we get a more detailed option for HD-rumble? gamepad_set_vibration(device, left_motor, right_motor);
Maybe with the frequency, and if the effect is more up or down in the joycon?
Can I test these things on the PC with the joycons or do I have to upload the game to the dev-kit first to try it out?
It's a known bug to Yoyo. I still have the same issues, though my bug ticket was "resolved". Yoyo states that the problem is on Microsoft's side and we need to wait for proper Windows updates.I bought GMS2 Creators license (Windows) from Humble Bundle. Using the latest version with Windows 10 (Educational), have both SSD + HDD, GMS2 installed on SSD.
The IDE usually crashes when doing something that opens a system file browser popup. Eg. if I click "Import" on start page or "Import sprite" in workspace, I almost always get unresponsive IDE and Windows 10 plays "Windows 10 background sound" if I click anywhere on the IDE. So I guess the IDE thinks filebrowser is open, but it never opens anywhere. The only way to get out is killing the process via task manager.
It also seems to be consistent: Either it crashes the first time I use some action that needs filebrowser, or it does not crash during the session at all.