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Windows GMS 1.4 to 2.0 compatibility problem

Discussion in 'GameMaker Studio 2 Community Tech Support' started by Goczku, Jun 12, 2019.

  1. Goczku

    Goczku Member

    Joined:
    Jun 12, 2019
    Posts:
    2
    Hello guys,

    Im converted GMS 1.4 project to version GMS 2.0 ofc game is running without any problems, but the main problem is with backgrounds... currently all of my backgrounds are changed into tiles in sprites and tiles in tiles of GMS 2.0 folder trees . Game is lagging as **** and i cant see any of my old backgrounds for example menu, pause menu, backgrounds in game, so my main question is now:

    Is any solution to solve this kind of problem ???
     
  2. Goczku

    Goczku Member

    Joined:
    Jun 12, 2019
    Posts:
    2
    Hello guys I am new here,

    Im converted GMS 1.4 project to version GMS 2.0 ofc game is running without any problems, but the main problem is with backgrounds... currently all of my backgrounds are changed into tiles in sprites and tiles in tiles of GMS 2.0 folder trees. Game is lagging as f@ck and i cant see any of my old backgrounds for example menu, pause menu, backgrounds in game, so my main question is now:



    Screens from GMS 1.4

    backgrounds:
    [​IMG]

    Screens from GMS 2:

    tiles in sprite trees:
    [​IMG]

    Tileset:
    [​IMG]

    And here is compatibility script report:

    Converting GML script: MACRO: GM_version
    Converted string - line 1: '100' -> "100"
    Converting GML script: ${project_dir}\scripts\centerViewOnMe\centerViewOnMe.gml
    Converted builtin - line 4: view_xview[0] = gvX -> __view_set( e__VW.XView, 0, gvX )
    Converted builtin - line 5: view_yview[0] = gvY -> __view_set( e__VW.YView, 0, gvY )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted description /// @description Centrowanie widoku();

    Converting GML script: ${project_dir}\scripts\notInView\notInView.gml
    Converted builtin - line 8: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 8: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 8: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 8: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 8: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 8: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted description /// @description Bufor widoku;

    Converting GML script: ${project_dir}\scripts\piorun_auto\piorun_auto.gml
    Converted builtin - line 20: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 20: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 12: view_wview -> __view_get( e__VW.WView, 0 )

    Converting GML script: ${project_dir}\scripts\score_add\score_add.gml
    Converted description /// @description score_add(name,score)
    /// @param name
    /// @param score

    Converting GML script: ${project_dir}\scripts\score_save\score_save.gml
    Converted description /// @description score_save

    Converting GML script: ${project_dir}\scripts\score_sort\score_sort.gml
    Converted description /// @description score_sort

    !!! Font fontIntro uses a font (Channel) not installed on this system - Font has NOT been regenerated
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fontIntro\fontIntro.gms1.png
    Font fntScore has been converted to font family Comic Sans MS (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fntScore\fntScore.gms1.png
    Font fnt_pwrup has been converted to font family Euphemia (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_pwrup\fnt_pwrup.gms1.png
    Font fn_plansza has been converted to font family Tahoma (Bold)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_plansza\fn_plansza.gms1.png
    Font fn_introtekst has been converted to font family Tahoma (Bold)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_introtekst\fn_introtekst.gms1.png
    Font imie has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\imie\imie.gms1.png
    Font global_fnt_textbox has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\global_fnt_textbox\global_fnt_textbox.gms1.png
    Font fn_punkty has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_punkty\fn_punkty.gms1.png
    Font font0 has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font0\font0.gms1.png
    Font font1 has been converted to font family Arial (Bold)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font1\font1.gms1.png
    Font gmt_font has been converted to font family Segoe UI Light (Light)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font\gmt_font.gms1.png
    Font gmt_font_button has been converted to font family Segoe UI Light (Light)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font_button\gmt_font_button.gms1.png
    Font gmt_font_title has been converted to font family Segoe UI Light (Light)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font_title\gmt_font_title.gms1.png
    !!! Font fnt_Arial11 font family Algerian is installed but couldn't match style - Font has NOT been regenerated
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_Arial11\fnt_Arial11.gms1.png
    !!! Font fnt_Drzwi_brama font family Algerian is installed but couldn't match style - Font has NOT been regenerated
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_Drzwi_brama\fnt_Drzwi_brama.gms1.png
    Font f_normal has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\f_normal\f_normal.gms1.png
    Font f_other has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\f_other\f_other.gms1.png
    Font font_text has been converted to font family Trebuchet MS (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font_text\font_text.gms1.png
    Font fButton has been converted to font family Courier New (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fButton\fButton.gms1.png
    Font font19 has been converted to font family Arial (Regular)
    GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font19\font19.gms1.png
    Converting GML script: ${project_dir}\objects\obj_spawn_bulwa\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn_bulwa\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_respawn_kostek\Create_0.gml
    Converted description /// @description respawn kostka

    Converting GML script: ${project_dir}\objects\obj_respawn_kostek\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\respawn_anatola_po_bugu\Create_0.gml
    Converted description /// @description respawn Anatola

    Converting GML script: ${project_dir}\objects\respawn_anatola_po_bugu\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_nowy_wrog_respawn\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_nowy_wrog_respawn\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_spawn\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_respawn_antos\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_respawn_antos\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_spawn_gerwazy\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn_gerwazy\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_spawn_rysiu_chodzi\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn_rysiu_chodzi\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_spawn_rysiu\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn_rysiu\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_spawn_dino\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn_dino\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_spawn_bandyta\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_spawn_bandyta\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_enemy_smoczek\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_enemy_smoczek\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_respawn_pszczolka\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_respawn_pszczolka\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_respawn_nietoperz\Create_0.gml
    Converted description /// @description respawn bulwy

    Converting GML script: ${project_dir}\objects\obj_respawn_nietoperz\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Create_0.gml
    Converted description /// @description respawn mumia

    Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Alarm_0.gml
    Converted description /// @description tworzenie instancji mumia

    Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Create_0.gml
    Converted description /// @description respawn duszek

    Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Alarm_0.gml
    Converted description /// @description tworzenie instancji duszek

    Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Step_0.gml
    Converted description /// @description czasowy respawn wroga

    Converting GML script: ${project_dir}\objects\obj_game_over_stop\Create_0.gml
    Converted description /// @description dzwiek game over

    Converting GML script: ${project_dir}\objects\obj_global_controller\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\obj_global_controller\Destroy_0.gml
    Converted description /// @description Czyszczenie systemu efektow

    Converting GML script: ${project_dir}\objects\obj_global_controller\Step_1.gml
    Converted builtin - line 5: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 6: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 6: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 2: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 5: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 7: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 3: view_wport[0] = window_get_width( -> __view_set( e__VW.WPort, 0, window_get_width( )
    Converted builtin - line 2: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted builtin - line 5: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted builtin - line 7: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted builtin - line 4: view_hport[0] = window_get_height( -> __view_set( e__VW.HPort, 0, window_get_height( )
    Converted description /// @description Wyswietlanie widoku okna gry
    Converted builtin - line 5: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )

    Converting GML script: ${project_dir}\objects\obj_global_controller\Step_0.gml
    Converted description /// @description restart

    Converting GML script: ${project_dir}\objects\obj_game_controller\Create_0.gml
    Converted builtin - line 21: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 22: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 23: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 24: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 25: view_object[0] -> __view_get( e__VW.Object, 0 )
    Converted description /// @description Ustawienia globalne

    Converting GML script: ${project_dir}\objects\obj_game_controller\Step_2.gml
    Converted builtin - line 36: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 15: view_xview[0] -= (view_wview[0]-tempW)/2 -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) - ((view_wview[0]-tempW)/2) )
    Converted builtin - line 37: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 16: view_yview[0] -= (view_hview[0]-tempH)/2 -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) - ((view_hview[0]-tempH)/2) )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 4: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 12: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 19: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 21: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 29: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 29: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 36: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 9: view_wview[0] = view_hview[0]/view_hport[0]*view_wport[0] -> __view_set( e__VW.WView, 0, view_hview[0]/view_hport[0]*view_wport[0] )
    Converted builtin - line 20: view_wview[0] = room_width -> __view_set( e__VW.WView, 0, room_width )
    Converted builtin - line 25: view_wview[0] = view_hview[0]/view_hport[0]*view_wport[0] -> __view_set( e__VW.WView, 0, view_hview[0]/view_hport[0]*view_wport[0] )
    Converted builtin - line 2: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 5: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 8: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 23: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 30: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 30: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 37: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 24: view_hview[0] = room_height -> __view_set( e__VW.HView, 0, room_height )
    Converted builtin - line 7: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 12: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 21: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 7: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted builtin - line 12: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted builtin - line 21: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted description /// @description Widok
    Converted builtin - line 36: view_xview[0] = round(min(max(0,lerp(__view_get( e__VW.XView, 0 ),gvX,.15)),room_width-__view_get( e__VW.WView, 0 ))) -> __view_set( e__VW.XView, 0, round(min(max(0,lerp(__view_get( e__VW.XView, 0 ),gvX,.15)),room_width-__view_get( e__VW.WView, 0 ))) )
    Converted builtin - line 37: view_yview[0] = round(min(max(0,lerp(__view_get( e__VW.YView, 0 ),gvY,.15)),room_height-__view_get( e__VW.HView, 0 ))) -> __view_set( e__VW.YView, 0, round(min(max(0,lerp(__view_get( e__VW.YView, 0 ),gvY,.15)),room_height-__view_get( e__VW.HView, 0 ))) )
    Converted builtin - line 15: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 11: view_wview[0] = lerp(__view_get( e__VW.WView, 0 ),gvW,.3) -> __view_set( e__VW.WView, 0, lerp(__view_get( e__VW.WView, 0 ),gvW,.3) )
    Converted builtin - line 9: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 16: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 25: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 8: view_hview[0] = lerp(__view_get( e__VW.HView, 0 ),gvH,.3) -> __view_set( e__VW.HView, 0, lerp(__view_get( e__VW.HView, 0 ),gvH,.3) )
    Converted builtin - line 12: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
    Converted builtin - line 21: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
    Converted builtin - line 9: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 25: view_wport[0] -> __view_get( e__VW.WPort, 0 )
    Converted builtin - line 9: view_hport[0] -> __view_get( e__VW.HPort, 0 )
    Converted builtin - line 25: view_hport[0] -> __view_get( e__VW.HPort, 0 )

    Converting GML script: ${project_dir}\objects\obj_game_controller\Step_0.gml
    Converted description /// @description kontroler odpowiedzialny za giniecie bohatera

    Converting GML script: ${project_dir}\objects\obj_game_controller\Keyboard_123.gml
    Converted description /// @description Screenshoty

    Converting GML script: ${project_dir}\objects\obj_game_controller\Other_4.gml
    Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 18: view_xview[0] = min(max(0,gvX),room_width-view_wview[0]) -> __view_set( e__VW.XView, 0, min(max(0,gvX),room_width-view_wview[0]) )
    Converted builtin - line 12: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 19: view_yview[0] = min(max(0,gvY),room_height-view_hview[0]) -> __view_set( e__VW.YView, 0, min(max(0,gvY),room_height-view_hview[0]) )
    Converted builtin - line 13: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 14: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 15: view_object[0] -> __view_get( e__VW.Object, 0 )
    Converted description /// @description do mini mapy wybieranie map z zakresem roo_
    Converted builtin - line 18: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 19: view_hview[0] -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_game_controller\Draw_64.gml
    Converted description /// @description Wyswietlamy HUD gracza

    Converting GML script: ${project_dir}\objects\obj_test\Draw_0.gml
    Converted builtin - line 1: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 1: view_hport[0] -> __view_get( e__VW.HPort, 0 )

    Converting GML script: ${project_dir}\objects\obj_audio_controler\Create_0.gml
    Converted description /// @description Sound settings

    Converting GML script: ${project_dir}\objects\obj_przejscie1\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_przejscie2\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_przejscie3\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_przejscie4\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_przejscie5\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_przejscie6\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_przejscie7\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_transition\Create_0.gml
    Converted builtin - line 23: background_visible -> __background_get( e__BG.Visible, i )
    Converted builtin - line 25: background_visible = false -> __background_set( e__BG.Visible, i, false )
    Converted builtin - line 24: background_foreground -> __background_get( e__BG.Foreground, i )
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_transition\Destroy_0.gml
    Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
    Converted description /// @description Clean up

    Converting GML script: ${project_dir}\objects\obj_transition\Step_1.gml
    Converted description /// @description Functioning

    Converting GML script: ${project_dir}\objects\obj_transition\Other_4.gml
    Converted builtin - line 3: background_visible -> __background_get( e__BG.Visible, i )
    Converted builtin - line 5: background_visible = false -> __background_set( e__BG.Visible, i, false )
    Converted builtin - line 4: background_foreground -> __background_get( e__BG.Foreground, i )
    Converted description /// @description Do not show backgrounds

    Converting GML script: ${project_dir}\objects\obj_transition\Draw_73.gml
    Converted description /// @description Surface update

    Converting GML script: ${project_dir}\objects\obj_transition\Draw_64.gml
    Converted description /// @description Transition

    Converting GML script: ${project_dir}\objects\obj_transition\Draw_0.gml
    Converted builtin - line 3: background_foreground -> __background_get( e__BG.Foreground, i )
    Converted builtin - line 4: background_index -> __background_get( e__BG.Index, i )
    Converted builtin - line 5: background_index -> __background_get( e__BG.Index, i )
    Converted builtin - line 4: background_x -> __background_get( e__BG.X, i )
    Converted builtin - line 5: background_x -> __background_get( e__BG.X, i )
    Converted builtin - line 4: background_y -> __background_get( e__BG.Y, i )
    Converted builtin - line 5: background_y -> __background_get( e__BG.Y, i )
    Converted description /// @description Draw foregrounds

    Converting GML script: ${project_dir}\objects\obj_test_controller\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_napis_plansz\Draw_0.gml
    Converted builtin - line 21: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 22: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 21: view_wview -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 22: view_hview -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_controller\Other_63.gml
    Converted description /// @description Wyjscie z gry po spelnieniu warunkow

    Converting GML script: ${project_dir}\objects\obj_checkpoint\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\obj_checkpoint\Draw_0.gml
    Converted builtin - line 8: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 8: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 8: view_wview -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 8: view_hview -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_ruchome_tlo\Step_0.gml
    Converted builtin - line 1: background_x[0] = view_xview*0.2 -> __background_set( e__BG.X, 0, view_xview*0.2 )
    Converted builtin - line 3: background_x[1] = view_xview*0.2 -> __background_set( e__BG.X, 1, view_xview*0.2 )
    Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )

    Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_uniwersalne\Step_0.gml
    Converted builtin - line 2: background_visible -> __background_get( e__BG.Visible, i )
    Converted builtin - line 7: background_x = -view_xview -> __background_set( e__BG.X, i, -view_xview[i] )
    Converted builtin - line 10: background_y[i] = -view_yview[i]*(room_height-view_hview[i])/(background_height[i]*background_xscale[i]) -> __background_set( e__BG.Y, i, -view_yview[i]*(room_height-view_hview[i])/(background_height[i]*background_xscale[i]) )
    Converted builtin - line 3: background_xscale[i]=2 -> __background_set( e__BG.XScale, i, 2 )
    Converted builtin - line 4: background_yscale[i]=2 -> __background_set( e__BG.YScale, i, 2 )
    Converted builtin - line 10: background_height[i] -> __background_get( e__BG.Height, i )
    Converted builtin - line 10: background_xscale[i] -> __background_get( e__BG.XScale, i )
    Converted builtin - line 7: view_xview[i] -> __view_get( e__VW.XView, i )
    Converted builtin - line 10: view_yview[i] -> __view_get( e__VW.YView, i )
    Converted builtin - line 10: view_hview[i] -> __view_get( e__VW.HView, i )

    Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_kraina_sniegu\Step_0.gml
    Converted builtin - line 1: background_x[0] = view_xview*0.5 -> __background_set( e__BG.X, 0, view_xview*0.5 )
    Converted builtin - line 3: background_x[1] = view_xview*0.2 -> __background_set( e__BG.X, 1, view_xview*0.2 )
    Converted builtin - line 2: background_y[0] = view_yview*0.5 -> __background_set( e__BG.Y, 0, view_yview*0.5 )
    Converted builtin - line 4: background_y[1] = view_yview*0.2 -> __background_set( e__BG.Y, 1, view_yview*0.2 )
    Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_gora_dol\Step_0.gml
    Converted builtin - line 1: background_x[0] = view_xview*0.4 -> __background_set( e__BG.X, 0, view_xview*0.4 )
    Converted builtin - line 3: background_x[1] = view_yview*0.1 -> __background_set( e__BG.X, 1, view_yview*0.1 )
    Converted builtin - line 2: background_y[0] = view_yview*0.4 -> __background_set( e__BG.Y, 0, view_yview*0.4 )
    Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 3: view_yview -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_drugie\Step_0.gml
    Converted builtin - line 1: background_x[0] = view_xview*0.1 -> __background_set( e__BG.X, 0, view_xview*0.1 )
    Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )

    Converting GML script: ${project_dir}\objects\obj_keyhandler\Create_0.gml
    Converted description /// @description Init

    Converting GML script: ${project_dir}\objects\obj_keyhandler\Step_0.gml
    Converted description /// @description Getting input

    Converting GML script: ${project_dir}\objects\obj_exit\Mouse_4.gml
    Converted description /// @description Pytamy sie gracza o potwierdzenie wyjscia z gry :)

    Converting GML script: ${project_dir}\objects\obj_exit\Other_63.gml
    Converted description /// @description Wyjscie z gry po spelnieniu warunkow

    Converting GML script: ${project_dir}\objects\oVolume_H_Wood\Draw_0.gml
    Converted string - line 53: '%' -> "%"
    Converted string - line 54: '%' -> "%"
    Converted string - line 55: '%' -> "%"

    Converting GML script: ${project_dir}\objects\oVolume_H_Wood_Copy\Draw_0.gml
    Converted string - line 52: '%' -> "%"
    Converted string - line 53: '%' -> "%"
    Converted string - line 54: '%' -> "%"

    Converting GML script: ${project_dir}\objects\oTEST\Step_0.gml
    Converted string - line 42: 'D' -> "D"
    Converted string - line 56: 'A' -> "A"

    Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Create_0.gml
    Converted builtin - line 19: background_visible[i] -> __background_get( e__BG.Visible, i )
    Converted builtin - line 20: background_visible[i] = false -> __background_set( e__BG.Visible, i, false )
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Destroy_0.gml
    Converted builtin - line 5: background_visible[i] = bVis[i] -> __background_set( e__BG.Visible, i, bVis[i] )
    Converted description /// @description Restore game

    Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Other_63.gml
    Converted description /// @description Wyjscie z gry po spelnieniu warunkow

    Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Draw_0.gml
    Converted builtin - line 3: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 3: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted description /// @description Draw

    Converting GML script: ${project_dir}\objects\obj_room_controller\Step_0.gml
    Converted description /// @description Draw menu

    Converting GML script: ${project_dir}\objects\obj_map_controller\Step_2.gml
    Converted builtin - line 2: view_xview[0] = min(max(0,mouse_x/room_width*(room_width-view_wview[0])),room_width-view_wview[0]) -> __view_set( e__VW.XView, 0, min(max(0,mouse_x/room_width*(room_width-view_wview[0])),room_width-view_wview[0]) )
    Converted builtin - line 3: view_yview[0] = min(max(0,mouse_y/room_height*(room_height-view_hview[0])),room_height-view_hview[0]) -> __view_set( e__VW.YView, 0, min(max(0,mouse_y/room_height*(room_height-view_hview[0])),room_height-view_hview[0]) )
    Converted description /// @description Pan
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_world\Create_0.gml
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_world\Step_2.gml
    Converted description /// @description Select

    Converting GML script: ${project_dir}\objects\obj_pause\Create_0.gml
    Converted builtin - line 18: background_visible[i] -> __background_get( e__BG.Visible, i )
    Converted builtin - line 19: background_visible[i] = false -> __background_set( e__BG.Visible, i, false )
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_pause\Destroy_0.gml
    Converted builtin - line 5: background_visible[i] = bVis[i] -> __background_set( e__BG.Visible, i, bVis[i] )
    Converted description /// @description Restore game

    Converting GML script: ${project_dir}\objects\obj_pause\Step_2.gml
    Converted description /// @description Un-pause

    Converting GML script: ${project_dir}\objects\obj_pause\Draw_0.gml
    Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 2: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted description /// @description Draw menu

    Converting GML script: ${project_dir}\objects\obj_pause_resume\Create_0.gml
    Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_pause_resume\Step_2.gml
    Converted description /// @description Destroy me

    Converting GML script: ${project_dir}\objects\obj_pause_resume\Step_0.gml
    Converted description /// @description Press

    Converting GML script: ${project_dir}\objects\obj_pause_leave\Create_0.gml
    Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted description /// @description Setup

    Converting GML script: ${project_dir}\objects\obj_pause_leave\Step_2.gml
    Converted description /// @description Destroy me

    Converting GML script: ${project_dir}\objects\obj_pause_leave\Step_0.gml
    Converted description /// @description Press

    Converting GML script: ${project_dir}\objects\obj_watch\Create_0.gml
    Converted description /// @description Zmienne

    Converting GML script: ${project_dir}\objects\obj_watch\Step_0.gml
    Converted description /// @description Zbierania budzika

    Converting GML script: ${project_dir}\objects\obj_entity_die\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\obj_entity_die\Step_2.gml
    Converted description /// @description Fizyka

    Converting GML script: ${project_dir}\objects\obj_entity_die\Other_7.gml
    Converted description /// @description Zatrzymanie konca animacji

    Converting GML script: ${project_dir}\objects\par_hazard\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\par_solid\Create_0.gml
    Converted description /// @description Ustawienia eksplozji po uderzeniu pocisku w sciane

    Converting GML script: ${project_dir}\objects\par_entity\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\par_entity\Step_2.gml
    Converted description /// @description Fizyka

    Converting GML script: ${project_dir}\objects\par_attack\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\par_attack\Step_1.gml
    Converted description /// @description Brak wlasciciela

    Converting GML script: ${project_dir}\objects\par_attack\Other_7.gml
    Converted description /// @description Niszczenie konca animacji

    Converting GML script: ${project_dir}\objects\par_output\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\obj_player\Create_0.gml
    Converted description /// @description Glowne deklaracje zmiennych Anatola


    Converting GML script: ${project_dir}\objects\obj_player\Draw_0.gml
    Converted builtin - line 26: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 26: view_yview -> __view_get( e__VW.YView, 0 )
    Converted description /// @description Wyswietlanie automatyczne

    Converting GML script: ${project_dir}\objects\effect_shake\Create_0.gml
    Converted description /// @description dlugość wstrząsow ustawienia

    Converting GML script: ${project_dir}\objects\effect_shake\Destroy_0.gml
    Converted builtin - line 2: view_angle[0]=0 -> __view_set( e__VW.Angle, 0, 0 )

    Converting GML script: ${project_dir}\objects\effect_shake\Step_0.gml
    Converted builtin - line 3: view_angle[0]=-amt+(2*random(amt)) -> __view_set( e__VW.Angle, 0, -amt+(2*random(amt)) )
    Converted description /// @description Ustawiamy zmienne tak by otrzymac efekt wstrzasu ekranu


    Converting object event to GML script: ${project_dir}\objects\obj_boss1dead\Destroy_0.gml
    Skipped action 1 as it applies to <undefined>

    Converting GML script: ${project_dir}\objects\obj_bosshud\Create_0.gml
    Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converting GML script: ${project_dir}\objects\obj_bosshud\Draw_0.gml
    Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_wstrzas\Destroy_0.gml
    Converted builtin - line 1: view_angle=0 -> __view_set( e__VW.Angle, 0, 0 )

    Converting GML script: ${project_dir}\objects\obj_wiatr\Step_0.gml
    Converted builtin - line 6: view_xview -= viewspeed -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) - (viewspeed) )
    Converted builtin - line 9: view_xview += viewspeed -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) + (viewspeed) )
    Converted builtin - line 12: view_yview -= viewspeed -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) - (viewspeed) )
    Converted builtin - line 15: view_yview += viewspeed -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) + (viewspeed) )

    Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Create_0.gml
    Converted builtin - line 15: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 16: view_yview -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Step_2.gml
    Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Step_0.gml
    Converted builtin - line 12: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 12: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 24: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 13: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 13: view_yview -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 25: view_yview -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_force\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\obj_force\Destroy_0.gml
    Converted description /// @description czyszczenie

    Converting GML script: ${project_dir}\objects\obj_force\Step_1.gml
    Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 13: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 13: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 13: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 13: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 13: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 11: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 13: view_hview[0] -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_force_niebieski\Create_0.gml
    Converted description /// @description Ustawienia

    Converting GML script: ${project_dir}\objects\obj_force_niebieski\Destroy_0.gml
    Converted description /// @description Czyszczenie

    Converting GML script: ${project_dir}\objects\obj_force_niebieski\Step_1.gml
    Converted builtin - line 9: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 9: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 9: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 9: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
    Converted builtin - line 9: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
    Converted builtin - line 9: view_hview[0] -> __view_get( e__VW.HView, 0 )
    Converted builtin - line 11: view_hview[0] -> __view_get( e__VW.HView, 0 )

    Converting GML script: ${project_dir}\objects\obj_victory\Draw_0.gml
    Converted builtin - line 25: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 25: view_yview[0] -> __view_get( e__VW.YView, 0 )


    Converting GML script: ${project_dir}\objects\lightning_obj\Step_0.gml
    Converted builtin - line 42: view_xview -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 42: view_yview -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_cos\Create_0.gml
    Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_cos\Draw_0.gml
    Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_cos1\Create_0.gml
    Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_cos1\Draw_0.gml
    Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

    Converting GML script: ${project_dir}\objects\obj_text\Draw_0.gml
    Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
    Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )


    Game speed set to 30
    Added compatibility script 'action/action_another_room.gml'
    Added compatibility script 'action/action_bounce.gml'
    Added compatibility script 'action/action_color.gml'
    Added compatibility script 'action/action_create_object.gml'
    Added compatibility script 'action/action_draw_rectangle.gml'
    Added compatibility script 'action/action_draw_variable.gml'
    Added compatibility script 'action/action_effect.gml'
    Added compatibility script 'action/action_end_sound.gml'
    Added compatibility script 'action/action_font.gml'
    Added compatibility script 'action/action_if_empty.gml'
    Added compatibility script 'action/action_if_object.gml'
    Added compatibility script 'action/action_if_variable.gml'
    Added compatibility script 'action/action_kill_object.gml'
    Added compatibility script 'action/action_move.gml'
    Added compatibility script 'action/action_move_to.gml'
    Added compatibility script 'action/action_next_room.gml'
    Added compatibility script 'action/action_set_alarm.gml'
    Added compatibility script 'action/action_set_hspeed.gml'
    Added compatibility script 'action/action_set_relative.gml'
    Added compatibility script 'action/action_set_vspeed.gml'
    Added compatibility script 'action/action_sound.gml'
    Added compatibility script 'action/action_sprite_set.gml'
    Added compatibility script 'background/draw_background.gml'
    Added compatibility script 'background/__background_get.gml'
    Added compatibility script 'background/__background_get_element.gml'
    Added compatibility script 'background/__background_get_internal.gml'
    Added compatibility script 'background/__background_set.gml'
    Added compatibility script 'background/__background_set_element.gml'
    Added compatibility script 'background/__background_set_internal.gml'
    Added compatibility script 'draw/draw_enable_alphablend.gml'
    Added compatibility script 'draw/draw_set_blend_mode.gml'
    Added compatibility script 'draw/draw_set_colour_write_enable.gml'
    Added compatibility script 'instance/instance_create.gml'
    Added compatibility script 'object/object_get_depth.gml'
    Added compatibility script 'sound/sound_play.gml'
    Added compatibility script 'sound/sound_stop.gml'
    Added compatibility script 'view/__view_get.gml'
    Added compatibility script 'view/__view_set.gml'
    Added compatibility script 'view/__view_set_internal.gml'
    Added compatibility script 'action/__init_action.gml'
    Added compatibility script 'background/__init_background.gml'
    Added compatibility script 'view/__init_view.gml'
    Added compatibility script '__init_global.gml'
    Added compatibility script '__global_object_depths.gml'
    [/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i]
    [i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i]
    After compilation in GMS 2.0 a lot of all backgrounds are not visible and game have 1 fps.

    Is any solution to solve this kind of problem ???[/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i]
     
  3. issam

    issam Member

    Joined:
    Aug 5, 2016
    Posts:
    60
    Same problem here!
    Did you find a solution please?

    Update:
    I solve it by tick the stretch option in the room
     
    Last edited: Jul 17, 2019

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