H
HolyEggplant
Guest
I am hoping this is the right section of the forum to be asking this particular question. I couldn't find anything more fitting but feel free to correct me if I'm wrong.
While I own GMS, I am not overly thrilled with it as an IDE and so am trying to understand how possible it is to set up an alternative workflow that does not involve it. Compiling and running games is my main concern.
When GMS compiles and runs a game, its build output dutifully informs me that it is actually using GMAssetCompiler.exe to compile the project, followed by a call to Runner.exe to run the thing.
Both these are very much accessible and runnable. If I run:
Does anyone know if what I'm attempting is possible? (well, I'm sure it's possible, but I'm not in the habit of tricking the tools I am using to work in a way that is unintended) If so, is there any documentation I can look at to get this working?
Thanks.
While I own GMS, I am not overly thrilled with it as an IDE and so am trying to understand how possible it is to set up an alternative workflow that does not involve it. Compiling and running games is my main concern.
When GMS compiles and runs a game, its build output dutifully informs me that it is actually using GMAssetCompiler.exe to compile the project, followed by a call to Runner.exe to run the thing.
Both these are very much accessible and runnable. If I run:
I even get back a nice printout of all available arguments and their meaning. However I have not been able to make the asset compiler do anything useful by invoking it directly, and sadly it doesn't even print out any error information (not even when I ask it to be verbose).GMAssetCompiler.exe /?
Does anyone know if what I'm attempting is possible? (well, I'm sure it's possible, but I'm not in the habit of tricking the tools I am using to work in a way that is unintended) If so, is there any documentation I can look at to get this working?
Thanks.