Same here, this is a huge issue.Keyboard shortcuts don't work in the room editor when editing a tile layer anymore.
It looks like editing object layers functions as normal but I'm not able to use any key inputs for editing tile layers.
Other people on my team were able to recreate the issue without fail after updating.
It's an issue on the newest beta as well. This is a very critical problem.Same here, this is a huge issue.
all games build with gms have 2 pieces: a runner for specific platform, and 1 data file (.win .unx).What is the overall security of the Opera GX export? I really want to submit a demo version of Decks of Dexterity to the competition before I have the game fully finished for a Steam release, but I have some degree of concern for the potential of piracy or ripping assets. Like the HTML5 export games can be downloaded and assets extracted with minimal effort.
This is incorrect as the source code is not within the WAD and cannot be fully decompiled (though some have tried) and assets are encoded (but others have put a lot of effort into breaking it all apart, which happens to any successful game / engine). If you use YYC then you can create an executable that has been natively compiled and this makes it even harder to decompile (in much the same as any game).all games build with gms have 2 pieces: a runner for specific platform, and 1 data file (.win .unx).
the problem with this setup is that the data file has full sourcecode and all assets, and it can be decompiled if you dont add 3rd-party protection yourself.
on windows builds you can protect your sources by running the game on virtual system ("themida" is a good one), but for web based platforms operagx-wasm html5 etc i dont think there is a good solution, other than hosting the game on a website yourself and restricting all access to the .unx data file (and runner.data).
it would add a LOT of security if gms packed the .exe and .win to 1 executable file instead of 2 files, or if the data file was obfuscated on build with a random key.
keyboard_string
not working and doing wild-pointer-like things on the Opera GX export (#189131), but I received a reply from you that follows the template for suggestions (which says it is internally discussed), not bug reports (which would say that it has been noted on Mantis). Same for the "Emscripten linking" crash on 2.3.6 beta (#189134). Is there a change going forward in the way bug reports are handled, or did you mistakenly file these as suggestions?@rwkay I have filed a ticket aboutkeyboard_string
not working and doing wild-pointer-like things on the Opera GX export (#189131), but I received a reply from you that follows the template for suggestions (which says it is internally discussed), not bug reports (which would say that it has been noted on Mantis). Same for the "Emscripten linking" crash on 2.3.6 beta (#189134). Is there a change going forward in the way bug reports are handled, or did you mistakenly file these as suggestions?
keyboard_string
is fixed and I have fixed the Emscripten linking bug today, fix should be in the Beta tomorrow.Helpdesk answers are from Russel, not Russell, I also caught myself on this. Very similar names.but I received a reply from you
I'm also seeing this (and it's making tile layers almost impossible to work with)Keyboard shortcuts don't work in the room editor when editing a tile layer anymore.
It looks like editing object layers functions as normal but I'm not able to use any key inputs for editing tile layers.
Other people on my team were able to recreate the issue without fail after updating.
I have had a similar problem to this, but I haven't used Game Maker in a little while (Since 2.3.4 release). Ctrl+Z feels like it sometimes "Crashes" the sprite editor, the most annoying thing being that the change made is not undone so you are left with whatever you did. I'm not sure does this have to do if the sprite editor is not focused, but you are focusing on the main workspace.I'm having strange issue, where pressing Ctrl+Z after drawing first thing ever in new sprite, closes sprite editor and goes back to workspaces (even if new frame, or resize were made before that first draw).
Yeah same. I've never used brushes tbh.I'm also seeing this (and it's making tile layers almost impossible to work with)
- D / R / F / S to change editing type (Draw, Rectangle, Fill, Select) doesn't do anything, it can be worked around by clicking the buttons in the room editor and is only moderately tedious
- Delete doesn't do anything even after you select tiles, so if you want to delete a large area you need to use the eraser (this quickly gets very tedious)
- Copy/cut/paste (Ctrl+C etc) doesn't do anything, so it's impossible to reuse a group of tiles for quick editing unless you knew about it in advance and made a brush. I often work iteratively and move things around by cut-and-pasting them and there's no mouse-only alternative for this :<
Brushes are really useful if you arrange the tileset per type (e.g. this region is solid, this region is slopes, this region is just decorative and has no collision) and some "logical objects" are made from more than one type of tile (e.g. a grassy slope where the grass visually continues into the solid ground below), you can bring the different tiles together in a brush so you can paint the entire thing with one click.Yeah same. I've never used brushes tbh.
Fair enough, though I prefer the latter method even if it's more time consuming.Brushes are really useful if you arrange the tileset per type (e.g. this region is solid, this region is slopes, this region is just decorative and has no collision) and some "logical objects" are made from more than one type of tile (e.g. a grassy slope where the grass visually continues into the solid ground below), you can bring the different tiles together in a brush so you can paint the entire thing with one click.
(I'm a big fan of using tile-based collisions, using decorative-only tiles + invisible objects for collisions basically doubles your workload and it's easy to leave in a little gap in a corner somewhere without realizing)
I have the same issue. I've tested this on the latest beta build (Version 23.1.1.399 Download), and tile set select, copy, paste, etc. all works fine. On stable release it just does not work.Keyboard shortcuts don't work in the room editor when editing a tile layer anymore.
It looks like editing object layers functions as normal but I'm not able to use any key inputs for editing tile layers.
Other people on my team were able to recreate the issue without fail after updating.
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':[redacted]packageRelease'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
> com.android.ide.common.signing.KeytoolException: Failed to read key [ ALIAS] from store "D:\PROJECT FOLDER GameMaker Studio 2\Project Folder\[KEYSTORENAME].keystore": Get Key failed: Given final block not properly padded. Such issues can arise if a bad key is used during decryption.
* Try:
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* Get more help at https://help.gradle.org
BUILD FAILED in 5s
44 actionable tasks: 4 executed, 40 up-to-date