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OFFICIAL GameMaker: Studio 1.4.9999 Released - FEEDBACK

Discussion in 'Announcements' started by rmanthorp, Aug 30, 2018.

  1. Dan

    Dan YoYo Games Staff YYG Staff

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    A new 1.4.9999 has gone out this afternoon to fix the wrong audio playing (especially when using emitters) issues which a few of you have mentioned. Considering we are now 2 full months and a few days after the end of support date, this is definitely the last one... That's All Folks!

    The release will be moved to the Stable channel early next week. If you're on 9999 already, you will need to use the installer in order to update - click the heading in the release notes page: http://www.yoyogames.com/downloads/gm-studio/release-notes-studio.html

    Thanks to all of you for helping iron-out issues with this final release!
     
  2. Appsurd

    Appsurd Member

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    Thanks for telling! But it's a shame the other issues are not solved (can someone please confirm?)
     
  3. Dan

    Dan YoYo Games Staff YYG Staff

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    If I didn't specifically call out the change as having been fixed and added this info to the release notes also, it didn't get changed. Sorry, but we only had a very limited amount of time for this final-final-final release.
     
  4. Keepa

    Keepa Member

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    Thanks Dan, emitters working well now, image_blend also fixed.
     
  5. Appsurd

    Appsurd Member

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    I understand. Thanks for this amazing product, hopefully GMS2 will be even awesomer!
     
  6. Dude902

    Dude902 Member

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    Just wondering if the suggested fixes in this part of the notes have anything to do with the issue I had with the application surface early in the thread:

    I can't even tell if this is the issue I should be tackling, before I start to tackle it.

    For reference: my earlier post
     
  7. Appsurd

    Appsurd Member

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  8. Nicholas B.

    Nicholas B. Member

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    Well, unfortunately the sound issue I reported was never fixed, which I now found out was due to 1.4.9999 introducing tons of issues with audiogroup_default and now the program outputs hundreds of errors about "Access Violation" when attempting to test out any project.

    In fact, now whenever I test any of the projects that I am working on, the test builds randomly freeze completely(everything stops: sounds, picture, animations, etc) with no popups or errors. Yet what's odd is that said test build still uses 100% of a single thread, and can only be ended through task manager, which does not indicate that the task is not responding. Nothing in the Compile log shows up when the freezes happen.

    The debugger also becomes unresponsive, and can't even do simple tasks like restarting the test build or setting breakpoints.

    Now obviously this is completely unacceptable, as this nasty issue was not happening in 1.4.1773, nor in earlier builds of 1.4.9999. I know this won't get fixed since 1.4.9999 is the last update that will ever be made, but this makes me wish that much more time was put into testing this final update.
     
    Last edited: Oct 14, 2018
  9. cgPixel

    cgPixel Member

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    Do you know in which ealier build?
    Because I saved all 3 of the 1.4.9999 versions, before YoYo took them off.

    Best Regards
     
  10. NeonBits

    NeonBits Member

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    My question is : is it still possible to deliver a good quality game under the new update? As a final release, it has to be the primary objective. Is it possible to have two different versions of GM 1.4 on a same computer. While at it, is it possible to have both GM 2 and GM 1.4 installed?
     
  11. BaBiA Game Studio

    BaBiA Game Studio Member

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    Yes. They are completely separate products so can be installed on the same computer.
     
  12. :wink:

    :wink: Member

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    You can even go as far to have two different versions of each on there if you are feeling hard core. Well technically three, but I don't want to overload minds here.
     
  13. NeonBits

    NeonBits Member

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    So, I can have GM 1.4.1772.... GM1.4.9999... and GM2 at same time? Wait, I think I remember someone in the forum had problem installing a new version of GM1.4 because parts of an older version remained. It won't enter in conflict?
     
  14. :wink:

    :wink: Member

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    Yes.

    You can also install the new version from steam and the older versions from the installer. Windows won't care :)
     
  15. NeonBits

    NeonBits Member

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    Windows won't but I'm still uncertain for GM. You have two 1.4 installed and have no conflicts? I would like to read from others about this. Thanks for the answer.
     
  16. Rushad

    Rushad Member

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    Has this been fixed ? Can anyone confirm ?
     
  17. wamingo

    wamingo Member

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    @NeonBits

    I created a new windows user to install 1804 separately from the 9999 version due to its incompatibility with certain older android devices.
    It works but it's obviously a hassle.
    Note also, and I can't remember exactly the procedure, but I had trouble loading/compiling the same gmx across two users when it was saved under a 'users' folder, even the public folder. So consider saving the gmx outside the users folders. May have to toy around with permissions too, I don't remember...
     
  18. zendraw

    zendraw Member

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  19. NeonBits

    NeonBits Member

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    I'll keep this in mind, but I won't download this right now during a project.
    Humanly, it's always possible to improve something, but I doubt the wallet wants them to...
     
  20. zendraw

    zendraw Member

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    i mean are they gona work on it more, from russels last comment i get that theyr done with it for good. but i aways thought that it wuld aske me if i want to update gm when i launch it, as usual.
     
  21. NeonBits

    NeonBits Member

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    Dunno if it answers
     
  22. NeonBits

    NeonBits Member

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    Any suggestion to avoid this?
     
  23. theb1gm4c

    theb1gm4c Member

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    room_restart & game_restart functions are causing memory leaks for me. they don't do this in v1.4.1804
     
  24. zbox

    zbox Member GMC Elder

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    Really? I thought they caused leaks since GM's inception and hence I've never used them :p
     
  25. theb1gm4c

    theb1gm4c Member

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    i'm told they caused leaks in older versions but I don't think i got them before I used v1.4.9999. maybe someone else can test them out & see if they get the same results as me?
    (I use room_restart on re-spawn. hope I don't have to rework my system.)
     
  26. NeonBits

    NeonBits Member

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    You use "room_goto" instead?
     
  27. zbox

    zbox Member GMC Elder

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    Well, a number of things - depends on the structure of the game. I tend not to rely on a lot of GM's inbuilt "helper" systems as past a point they're inflexible
     
  28. NeonBits

    NeonBits Member

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    If you have a link to a tutorial on such fashion, I would like to see.
     
  29. gnysek

    gnysek Member

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  30. Nicholas B.

    Nicholas B. Member

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    I am not sure, but it may have been the build before the final 1.4.9999 was released. I lost track because I stopped trying out the betas when they broke the default audiogroup.
     
  31. cake

    cake Member

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    Jan 9, 2019
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    Problem in GameMaker Studio 1.4.9999.

    The get_integer_async is not work like get_integer work, it is have some big problem.Use get_integer_async will get wrong value.

    And the color is not right.The code is c_bule but run in windows it shows red.The color in android is right.
     
  32. FrostyCat

    FrostyCat Member

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    You should read the Manual entry on get_integer_async() before trying to use it. The entered number doesn't come from the return value like with get_integer(), it comes from async_load[? "value"] in the Dialog event.
    I've observed this problem in some functions like effect_create_above(), but 1.4.9999 is out of support and you should not expect any action from YoYo at this point. You would have to reverse the colours yourself as shown in this post.
     
    Last edited: Jan 9, 2019
  33. Leon

    Leon Member

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    Has anyone found a way to deal with the sound files being mixed up at playback?
     
  34. slayer 64

    slayer 64 Member

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    I've been writing for loops in game maker like this for a long time because semi-colons aren't really required in gml.
    Code:
    for(i=0 i<ds_list_size(aList) i+=1)
    apparently they are being more strictly enforced now
    Code:
    for(i=0; i<ds_list_size(aList); i+=1;)
    I would like to write a for loop like this and never deal with semi-colons or parentheses again
    Code:
    for var i=0 i<ds_list_size(aList) i++
    remove the enforcement of semi-colons in game maker studio 1.4.9999 please
     
  35. nacho_chicken

    nacho_chicken Member

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    I'm pretty sure the reason they're more strictly enforcing semicolons is because they were planning on making expressions in the for loop optional. In fact, in GMS2 they are. This is a completely valid code block:
    Code:
    var i = 0;
    for ( ; ; ) {
      if (i == 5) break;
      ++i;
    }
    Obviously there's no reason why anyone would ever to do this specifically, but there are plenty of situations where having optional for loop expressions is very useful.
    Either way, GMS1 has already been sunsetted. Getting YYG to update it would be like getting Microsoft to update Windows 7.
     
  36. SnoutUp

    SnoutUp Member

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    It's for your own good.
     
  37. rIKmAN

    rIKmAN Member

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    That's just disgusting.
     
    kupo15, SnoutUp, Fanatrick and 2 others like this.
  38. slayer 64

    slayer 64 Member

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    Can we agree on this sytax then?
    Code:
    for(var i=0; i<ds_list_size(aList) i+=1)
     
  39. Lonewolff

    Lonewolff Member

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    No.


    (What's wrong with that additional semicolon anyway? It's standard across all languages I know)
     
  40. slayer 64

    slayer 64 Member

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    Semi-colons are useless and should be abolished in all programming languages. The standard is wrong.
    That's my stance on semi-colons :)
     
    2Dcube likes this.
  41. Lonewolff

    Lonewolff Member

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    How do you propose the 'new' standard for using 'for loops' should be laid out? Spaces as per your example don't make sense (plus you chose to have a random semi-colon in there anyway).
     
  42. nacho_chicken

    nacho_chicken Member

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    Not really any point arguing about this in a GMS1 topic when it's not going to receive any more feature or GML updates ever again.
     
  43. Dog Slobber

    Dog Slobber Member

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    May 20, 2017
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    This post should be pinned as a reminder to others, not to use undocumented behaviour in one's code.

    No, semi-colons can be important for parsing code and removing ambiguities that can cause syntax errors and bugs.
     
  44. Andy

    Andy Member

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    I apologize if this has been covered already, but why did the final update never come to Steam?
     
  45. gnysek

    gnysek Member

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    Isn't it only on beta channel ? Not sure, cause I'm not using Steam version, but on Windows it's also on Beta only.
     
  46. darkxex

    darkxex Member

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    Jan 26, 2017
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    I dont understand
     
  47. zendraw

    zendraw Member

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    dont use the final update, the last stable version is 1.4.1804. in the last version it seems they added 2 more bugs for every fixed one.
     
  48. Dude902

    Dude902 Member

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    Feb 9, 2017
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    I don't agree with blanket statements like this. For you they introduced too many bugs to use. For me, they added one or two and it is still somewhat usable. While they definitely didn't fix what I was hoping for, it depends heavily on your project.

    For example, my game is heavily geared towards playing in browsers, so I find 1.4.9999 to be extremely insufficient because it introduced HTML5 bugs and audio bugs. However, my situation doesn't apply to everyone.
     
  49. Edwin

    Edwin Member

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    Jul 15, 2018
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    Should I use the final 1.4.9999 or go back to 1.4.804?
     
  50. Lonewolff

    Lonewolff Member

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    Jan 8, 2018
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    Are you having issues with 1.4.999?
     

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