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OFFICIAL GMS2 Version 2.0.7.171

Ednei

Member
This new version is running extremely heavy on my laptop.
I have a Core I7, 16 GB, 1 TB + 8GB SSD, 4 GB Video Card.
GM2 is taking more than 4 minutes to build the project.
The curious thing is that GM, in the build, uses an average of 14% of the CPU and 33% of Ram memory, which I consider to be satisfactory.
However, this version is very slow and cumbersome when using the Workspace compared to the previous version.
 
K

Kenjiro

Guest
GM2 is taking more than 4 minutes to build the project.
I found this happening to me also. I ended up disabling the automatic backup option. Building in around 8 secs now.


However, this version is very slow and cumbersome when using the Workspace compared to the previous version.
Unfortunately a common perception. I am running 2560 x 1080 and I still feel crammed in, when compared to 1.4.
 

YellowAfterlife

ᴏɴʟɪɴᴇ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ
Forum Staff
Moderator
What you get with Game Maker Studio is what the YoYoRegime tells you that you want, not what you ask for. What you get with Game Maker Studio is "We know what you need better than you do". What we also get with Game Maker Studio is "You want Spine updated? Pay another employee's salary for us and we will make it happen."
That is the case for most tools, priorities are usually biased towards general and novice-friendly features rather than what only fewer/more experienced users can appreciate. I'd say that GM has it relatively well in this regard actually, compared to some other tools.

For example, Unity's IL2CPP (equivalent of YYC in GM) support for desktop platforms went from "in development" (2015) to "in upcoming release" (2016) to "eventually" (2017).
This is while the desktop games made with the toolset are perfectly decompilable (combined with other tools, to a state of an editable project) and most of the conventional C# obfuscators cannot be used due to how compilation works.
So if you develop for desktop platforms with the toolset you just have to accept the fact that the security is on par with GM8 and anyone with minimal technical knowledge can do anything they please with your games.
Would seem like a pretty big deal, but I guess the average user just doesn't know about these things, and thus "eventually".

Open-source tools are a little better in this regard, but are generally less tightly maintained, so it can be hard to implement a feature that you want or even find who could do the job.

Also, I have been asking for multi-threading for a long time. Maybe I have just outgrown Game Maker Studio's limitations.
Multi-threading is a powerful tool that has to be used with care. At most times people just mess things up with racing conditions and non-thread-safe execution.

Personal opinion is that only things like audio, file operations, or networking loops (not applying effects of packets, however - that should be done in main thread) should be kept threaded in games, all of which GM already does (buffer_load_async\buffer_save_async for i/o, internally and automatically for the rest). Server-side, the uses are more numerous, as sub-systems commonly enough are completely independent from each other (e.g. if the game server handles lobbies, you could group every few of them into a thread).

Doing content generation in the background can be an exception from that rule, but often enough the need for such thing comes from unnecessary complications (e.g. using complex Perlin noise and filter passes to generate terrain that poses no interest to the player in the end and could be done with far simpler algorithms).
Regardless, assembling a native extension for the purpose is a relatively easy fit, as you only need to provide source data and pick up the results (both via buffers, usually). Using C++ (or other statically typed language with advanced compile-time optimization) for the task is always a bonus, as YYC still involves a number of runtime checks to make sure that you do not hard crash the game with operations on mismatching types.
 
Lots of HTML5 fixes? My game was scaling 100% before this update, now scaling the game window in HTML5 cuts off most of the game or scales incorrectly. To find a viable solution to something that was working before means more debugging time and for some of us, hitting a deadline, this is not exactly fun to play around with, is there no way we can get a little more transparency on everything that was "supposedly" fixed? Even if it is a lot, at least some sort of breakdown would be nice so that we can start with a process of elimination and find the cause of the issue.
I agree. My game as of this update is extremely blurry now in HTML5 and looks awful. I changed nothing in my project, just updated GMS2.
To add to the above... I updated to latest runtime, and my scaling script is now not working correctly; it appears to not correctly scale the application surface.

The debugger states the application surface has been resized, but it doesn't appear to actually do so. This leaves the game at the original size, whilst the window size and canvas size are scaled correctly - essentially leaving the game 'chopped' off.

This worked fine on previous runtimes and the debugger still states an application surface resize has occurred (to expected ratio size as planned), so I think it's a bug with the application surface resize - but I'm not an expert so someone may be able to correct me!
 
To add to the above... I updated to latest runtime, and my scaling script is now not working correctly; it appears to not correctly scale the application surface.

The debugger states the application surface has been resized, but it doesn't appear to actually do so. This leaves the game at the original size, whilst the window size and canvas size are scaled correctly - essentially leaving the game 'chopped' off.

This worked fine on previous runtimes and the debugger still states an application surface resize has occurred (to expected ratio size as planned), so I think it's a bug with the application surface resize - but I'm not an expert so someone may be able to correct me!
This is exactly what's happening on my side too Michael :/
 

rwkay

GameMaker Staff
GameMaker Dev.
To all of you having issues with HTML5 please file bugs so that we can work out what is happening and fix them, obviously something has been fixed in a way that has broken your project - if we do not know what it was then we can never fix it.

Russell
 

Juju

Member
Some people in this thread need to put the toys back in the pram.

I would, however, like to see much more detailed patch notes in the future.
 
To all of you having issues with HTML5 please file bugs so that we can work out what is happening and fix them, obviously something has been fixed in a way that has broken your project - if we do not know what it was then we can never fix it.

Russell
Will post bug report tonight when home. Happy to do this, just trying to check in forum that actually is a bug before going through the process.

Edit: Bug report filed.
 
Last edited:

gnysek

Member
Multi-threading is a powerful tool that has to be used with care. At most times people just mess things up with racing conditions and non-thread-safe execution.
I think that people confuse multi threading with using multiple processors. I even cannot imagine how it could work in GMS - step events are performing independently for each object ? Imagine billions of posts here about game is working wrong. There could be a async event to perform script and then work on result same as it's now for http event for example, but anything more would just make people suffer from their own bugs and break all games.
 
M

madcapacity

Guest
I'm running into issues with building for MacOS. This latest patch fixed a previous problem I was having with Igor, but the final built executable just crashes on launch. Here is the report I'm getting back. The Windows build of the game is running as expected.

FYI - I'm running Sierra

Process: Mac_Runner [1562]
Path: /Users/USER/Desktop/*/Mountaineers.app/Contents/MacOS/Mac_Runner
Identifier: com.madcapacity.mountaineers
Version: 0.2.0 (0.2.0)
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: Mac_Runner [1562]
User ID: 501

Date/Time: 2017-06-26 11:05:36.827 -0600
OS Version: Mac OS X 10.12.5 (16F73)
Report Version: 12
Anonymous UUID: 63227EEA-48CE-3B33-6D1E-BAF600221C13


Time Awake Since Boot: 4800 seconds

System Integrity Protection: enabled

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [0]

VM Regions Near 0:
-->
__TEXT 0000000000001000-000000000050d000 [ 5168K] r-x/rwx SM=COW /Users/USER/Desktop/*/Mountaineers.app/Contents/MacOS/Mac_Runner

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_c.dylib 0xa15b770b strstr + 40
1 com.madcapacity.mountaineers 0x0021c503 GetOpenGLInfo() + 451
2 com.madcapacity.mountaineers 0x0021ca30 Graphics::OpenWindow(void*, int, int, int) + 144
3 com.madcapacity.mountaineers 0x000d2280 GR_D3D_Init(void*, int, int, int) + 112
4 com.madcapacity.mountaineers 0x00142750 InitGraphics() + 96
5 com.madcapacity.mountaineers 0x00008f7e BeginToEnd() + 254
6 com.madcapacity.mountaineers 0x00005e9e -[Mac_RunnerAppDelegate performGameStep] + 3134
7 com.madcapacity.mountaineers 0x000062d5 -[Mac_RunnerAppDelegate timerFunc:] + 53
8 com.apple.Foundation 0x95a8f2a6 __NSFireTimer + 97
9 com.apple.CoreFoundation 0x9426a996 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22
10 com.apple.CoreFoundation 0x9426a4ad __CFRunLoopDoTimer + 1213
11 com.apple.CoreFoundation 0x94269f4e __CFRunLoopDoTimers + 350
12 com.apple.CoreFoundation 0x94261910 __CFRunLoopRun + 2192
13 com.apple.CoreFoundation 0x94260e1a CFRunLoopRunSpecific + 506
14 com.apple.CoreFoundation 0x94260c0b CFRunLoopRunInMode + 123
15 com.apple.HIToolbox 0x93954396 RunCurrentEventLoopInMode + 268
16 com.apple.HIToolbox 0x93954182 ReceiveNextEventCommon + 494
17 com.apple.HIToolbox 0x93953f7b _BlockUntilNextEventMatchingListInModeWithFilter + 83
18 com.apple.AppKit 0x91f86015 _DPSNextEvent + 1227
19 com.apple.AppKit 0x926ebbbb -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1742
20 com.apple.AppKit 0x926eb4e5 -[NSApplication(NSEvent) nextEventMatchingMask:untilDate:inMode:dequeue:] + 132
21 com.apple.AppKit 0x91f7acb6 -[NSApplication run] + 943
22 com.apple.AppKit 0x91f47d1e NSApplicationMain + 1368
23 com.madcapacity.mountaineers 0x000032b6 main + 358
24 com.madcapacity.mountaineers 0x00003035 start + 53

Thread 1:
0 libsystem_kernel.dylib 0xa1659cba __workq_kernreturn + 10
1 libsystem_pthread.dylib 0xa173cd06 _pthread_wqthread + 1210
2 libsystem_pthread.dylib 0xa173c826 start_wqthread + 34

Thread 2:
0 libsystem_pthread.dylib 0xa173c804 start_wqthread + 0
1 com.madcapacity.mountaineers 0x00030000 PerformReturn(unsigned char*, VMExec*) + 336

Thread 3:
0 libsystem_pthread.dylib 0xa173c804 start_wqthread + 0
1 ??? 0x00b9e2b8 0 + 12182200

Thread 4:
0 libsystem_pthread.dylib 0xa173c804 start_wqthread + 0
1 com.madcapacity.mountaineers 0x000186a0 b2MotorJoint::SolveVelocityConstraints(b2SolverData const&) + 400

Thread 5:
0 libsystem_pthread.dylib 0xa173c804 start_wqthread + 0
1 com.madcapacity.mountaineers 0x00080000 JS_MathObjectSetup() + 1712

Thread 6:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0xa165191e mach_msg_trap + 10
1 libsystem_kernel.dylib 0xa1650e93 mach_msg + 51
2 com.apple.CoreFoundation 0x94262276 __CFRunLoopServiceMachPort + 214
3 com.apple.CoreFoundation 0x942616a8 __CFRunLoopRun + 1576
4 com.apple.CoreFoundation 0x94260e1a CFRunLoopRunSpecific + 506
5 com.apple.CoreFoundation 0x94260c0b CFRunLoopRunInMode + 123
6 com.apple.AppKit 0x920c7177 _NSEventThread + 235
7 libsystem_pthread.dylib 0xa173d047 _pthread_body + 184
8 libsystem_pthread.dylib 0xa173cf8f _pthread_start + 243
9 libsystem_pthread.dylib 0xa173c84a thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x0000000f ebx: 0x0062137c ecx: 0x0062137c edx: 0x00621380
edi: 0x0086a83c esi: 0x00000000 ebp: 0xbfffccf8 esp: 0xbfffcce0
ss: 0x00000023 efl: 0x00210282 eip: 0xa15b770b cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
cr2: 0x00000000

Logical CPU: 1
Error Code: 0x00000004
Trap Number: 14


Binary Images:
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0x9e796000 - 0x9e7a3ff3 com.apple.SpeechRecognitionCore (3.3.2 - 3.3.2) <01C8A0BE-FF1E-3000-AF50-2D9D44C8FAAB> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore
0x9ea95000 - 0x9eb02fff com.apple.Symbolication (62048.1) <A36749DD-ED57-34C5-A933-0E75B32637EC> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication
0x9eb30000 - 0x9eb36fff com.apple.TCC (1.0 - 1) <7D0D74D0-EDB3-3821-A883-3007AA98C74A> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC
0x9eb37000 - 0x9eb4eff3 com.apple.TextureIO (2.8 - 2.8) <D8D6306E-5F72-3C43-BDE2-B8C031E1CFEE> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO
0x9eb4f000 - 0x9eb50fff com.apple.TrustEvaluationAgent (2.0 - 28.50.1) <A0A65AB2-99F5-39AB-A4A9-9F5FE1F3C12A> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent
0x9eb51000 - 0x9ecc3fff com.apple.UIFoundation (1.0 - 490.7) <1823A486-DE5F-3BB9-8ABE-42BC116A4301> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation
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0xa0602000 - 0xa0606fff libheimdal-asn1.dylib (498.50.8) <35D06F83-C6E1-3BAC-A0E3-AE7F2E1D41D5> /usr/lib/libheimdal-asn1.dylib
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0xa091d000 - 0xa0936ff7 liblzma.5.dylib (10) <F1C46DE7-44C7-34CD-A9CF-56B204A31965> /usr/lib/liblzma.5.dylib
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0xa0c30000 - 0xa0ca9fff libnetwork.dylib (856.60.1) <C9875FC0-2557-358F-B0A6-EEB62DEFA9DD> /usr/lib/libnetwork.dylib
0xa0caa000 - 0xa106ed83 libobjc.A.dylib (709) <A32B2573-CC08-3053-A005-4AFC9FC0E4CE> /usr/lib/libobjc.A.dylib
0xa1070000 - 0xa1073fff libpam.2.dylib (21.30.1) <CF96FBCD-8AD7-3022-BEF4-938DBFA38507> /usr/lib/libpam.2.dylib
0xa1074000 - 0xa10a3fff libpcap.A.dylib (67.60.1) <06086EE9-AE30-3186-A869-D9810AE10213> /usr/lib/libpcap.A.dylib
0xa10a4000 - 0xa10c0ffb libresolv.9.dylib (64) <FC3630FB-0289-3A80-AF06-7F29BD2B9E5C> /usr/lib/libresolv.9.dylib
0xa110b000 - 0xa1254ff7 libsqlite3.dylib (254.7) <677A5EB1-5347-3184-A923-EB917B0A8B07> /usr/lib/libsqlite3.dylib
0xa12b1000 - 0xa1301fff libstdc++.6.dylib (104.1) <8D989D80-AE27-3395-ABDE-6C088F7ED35E> /usr/lib/libstdc++.6.dylib
0xa1337000 - 0xa1345ff7 libxar.1.dylib (357) <5360083D-A282-340D-9D38-78CE4353DE1E> /usr/lib/libxar.1.dylib
0xa1346000 - 0xa142aff7 libxml2.2.dylib (30.16) <8CF7B763-B251-3040-B1A0-97BFDD933327> /usr/lib/libxml2.2.dylib
0xa142b000 - 0xa1453ff3 libxslt.1.dylib (15.9) <7BC6901B-5887-351C-B98A-653DC0F0051B> /usr/lib/libxslt.1.dylib
0xa1454000 - 0xa1462ff7 libz.1.dylib (67) <6545D126-B808-3930-9225-547325D7158E> /usr/lib/libz.1.dylib
0xa1471000 - 0xa1475fff libcache.dylib (79) <9F30A683-710A-3C8D-A2FB-2257836ECCED> /usr/lib/system/libcache.dylib
0xa1476000 - 0xa1480fff libcommonCrypto.dylib (60092.50.5) <8442530A-11E0-3F98-8F7F-502DA217D592> /usr/lib/system/libcommonCrypto.dylib
0xa1481000 - 0xa1486ff3 libcompiler_rt.dylib (62) <5D58992A-65F7-3045-91CB-47D044702A95> /usr/lib/system/libcompiler_rt.dylib
0xa1487000 - 0xa148fff7 libcopyfile.dylib (138) <DD413176-AC1C-3CF7-82A4-8A50236F2384> /usr/lib/system/libcopyfile.dylib
0xa1490000 - 0xa14f6ffb libcorecrypto.dylib (442.50.19) <BB74D557-1578-3286-BC6C-4F1AD07A238E> /usr/lib/system/libcorecrypto.dylib
0xa14f7000 - 0xa1524ff3 libdispatch.dylib (703.50.37) <F745CCFB-5079-3C7D-841E-127B6202E0E6> /usr/lib/system/libdispatch.dylib
0xa1525000 - 0xa152aff7 libdyld.dylib (433.5) <5D921465-7304-3682-A8C0-638D01D0DACA> /usr/lib/system/libdyld.dylib
0xa152b000 - 0xa152bfff libkeymgr.dylib (28) <6629C3DA-A8E6-3FD6-A760-63283F62086A> /usr/lib/system/libkeymgr.dylib
0xa152c000 - 0xa1538ff7 libkxld.dylib (3789.60.24) <A2804449-253F-3124-A93E-FB0BAF8940BB> /usr/lib/system/libkxld.dylib
0xa1539000 - 0xa1539fff liblaunch.dylib (972.60.2) <CDDF7DAB-1BEA-3B44-8190-22B4E53E9F60> /usr/lib/system/liblaunch.dylib
0xa153a000 - 0xa1540ff7 libmacho.dylib (898) <9E1BA433-73C1-3388-B2C7-87E5216A9044> /usr/lib/system/libmacho.dylib
0xa1541000 - 0xa1543fff libquarantine.dylib (85.50.1) <07DDD214-4E3C-3F6A-96F2-24A4E59584B8> /usr/lib/system/libquarantine.dylib
0xa1544000 - 0xa1545fff libremovefile.dylib (45) <CA000707-14D4-30CB-8F91-4C0C4B53B6D7> /usr/lib/system/libremovefile.dylib
0xa1546000 - 0xa155dff7 libsystem_asl.dylib (349.50.5) <5F395C00-0DC3-3662-A91E-3E39432EED72> /usr/lib/system/libsystem_asl.dylib
0xa155e000 - 0xa155efff libsystem_blocks.dylib (67) <D37B310D-6B17-3C2C-B45D-6A8C5F57CB9A> /usr/lib/system/libsystem_blocks.dylib
0xa155f000 - 0xa15edff3 libsystem_c.dylib (1158.50.2) <07F8DD95-5E2F-3D72-9E6A-0E78F9574FA6> /usr/lib/system/libsystem_c.dylib
0xa15ee000 - 0xa15f1fff libsystem_configuration.dylib (888.60.2) <3DE7BA55-3976-3D2B-86A0-AFEE45B4F1C2> /usr/lib/system/libsystem_configuration.dylib
0xa15f2000 - 0xa15f5fff libsystem_coreservices.dylib (41.4) <C0D0ADDA-5F9C-3692-9C8B-8178D2614443> /usr/lib/system/libsystem_coreservices.dylib
0xa15f6000 - 0xa160effb libsystem_coretls.dylib (121.50.4) <D8DF4A0A-75E4-3AAB-B2A2-9303558DB3A7> /usr/lib/system/libsystem_coretls.dylib
0xa160f000 - 0xa1615ffb libsystem_dnssd.dylib (765.50.9) <A98E4FD6-23D6-393B-B2DF-D685EA397E16> /usr/lib/system/libsystem_dnssd.dylib
0xa1616000 - 0xa163dff7 libsystem_info.dylib (503.50.4) <10952DC1-D6BB-3658-9C43-54AB68B2017E> /usr/lib/system/libsystem_info.dylib
0xa163e000 - 0xa165fff3 libsystem_kernel.dylib (3789.60.24) <7BE5BB5A-28C9-34BE-AF78-57DD55A4702F> /usr/lib/system/libsystem_kernel.dylib
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0xa16ad000 - 0xa16c7fff libsystem_malloc.dylib (116.50.8) <A35351C9-0792-3A1E-8EA2-D23B91E920D7> /usr/lib/system/libsystem_malloc.dylib
0xa16c8000 - 0xa171effb libsystem_network.dylib (856.60.1) <814835EE-F034-37D2-8FCC-217A8A3C4374> /usr/lib/system/libsystem_network.dylib
0xa171f000 - 0xa1728fff libsystem_networkextension.dylib (563.60.2) <B56AE209-208C-39DE-AF58-DB1157F44BAD> /usr/lib/system/libsystem_networkextension.dylib
0xa1729000 - 0xa1731ffb libsystem_notify.dylib (165.20.1) <7F46FB6C-0826-3506-83A8-7FC3B1518CC0> /usr/lib/system/libsystem_notify.dylib
0xa1732000 - 0xa1738feb libsystem_platform.dylib (126.50.8) <7557B268-BE31-3AB4-86B6-9A5BCEF46A71> /usr/lib/system/libsystem_platform.dylib
0xa1739000 - 0xa1742ffb libsystem_pthread.dylib (218.60.3) <D8F8838C-884F-3BDB-94EB-CC980879E572> /usr/lib/system/libsystem_pthread.dylib
0xa1743000 - 0xa1746ffb libsystem_sandbox.dylib (592.60.1) <D0E74CB6-083D-3D8A-A856-63B31F8A6803> /usr/lib/system/libsystem_sandbox.dylib
0xa1747000 - 0xa1749fff libsystem_secinit.dylib (24.50.4) <C109B933-EF89-3B0F-B14B-A85649439678> /usr/lib/system/libsystem_secinit.dylib
0xa174a000 - 0xa1751ff7 libsystem_symptoms.dylib (532.50.47) <C6142AA8-242B-35F3-A0FB-9AC078DA090A> /usr/lib/system/libsystem_symptoms.dylib
0xa1752000 - 0xa1764ffb libsystem_trace.dylib (518.60.2) <BE958A68-4171-364B-B917-9003618858FE> /usr/lib/system/libsystem_trace.dylib
0xa1765000 - 0xa176bffb libunwind.dylib (35.3) <EDA423D6-B30C-3DF9-AB11-DE09F8BC4573> /usr/lib/system/libunwind.dylib
0xa176c000 - 0xa1792fff libxpc.dylib (972.60.2) <F97C3E5B-07CD-3C42-A614-CED36989E678> /usr/lib/system/libxpc.dylib

External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 1805
thread_create: 0
thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=246.0M resident=0K(0%) swapped_out_or_unallocated=246.0M(100%)
Writable regions: Total=91.2M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=91.2M(100%)

VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Activity Tracing 256K 2
CG backing stores 2332K 4
CG image 2332K 7
CoreAnimation 92K 12
CoreServices 28K 2
CoreUI image data 472K 6
CoreUI image file 292K 6
Foundation 4K 2
Image IO 5388K 5
Kernel Alloc Once 8K 2
MALLOC 49.8M 37
MALLOC guard page 48K 9
Memory Tag 242 12K 2
OpenGL GLSL 128K 3
Stack 11.0M 9
Stack Guard 56.0M 8
VM_ALLOCATE 132K 23
__DATA 27.9M 222
__GLSLBUILTINS 2588K 2
__IMAGE 528K 2
__LINKEDIT 63.1M 10
__OBJC 3132K 85
__TEXT 183.0M 225
__UNICODE 556K 2
mapped file 178.3M 144
shared memory 16.3M 11
=========== ======= =======
TOTAL 603.4M 816

Model: Macmini4,1, BootROM MM41.0042.B09, 2 processors, Intel Core 2 Duo, 2.4 GHz, 8 GB, SMC 1.65f2
Graphics: NVIDIA GeForce 320M, NVIDIA GeForce 320M, PCI, 256 MB
Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1067 MHz, 0x859B, 0x435434473353313036374D2E4B3136460000
Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1067 MHz, 0x859B, 0x435434473353313036374D2E4B3136460000
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.106.98.100.24)
Bluetooth: Version 5.0.4f18, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en1
Serial ATA Device: Hitachi HTS545032B9SA02, 320.07 GB
Serial ATA Device: HL-DT-STDVDRW GA32N
USB Device: USB 2.0 Bus
USB Device: USB 2.0 Bus
USB Device: USB Bus
USB Device: BRCM2070 Hub
USB Device: Bluetooth USB Host Controller
USB Device: IR Receiver
USB Device: USB Bus
Thunderbolt Bus:
 
Last edited by a moderator:

MaxRock

Member
My GMS1.4 imported project takes around 5 minutes to compile (VM), while in GMS1.4 it takes around 1 minute. The most of the compile time seems to be spend on reading the "options_main.inherited.yy" file (which in case of my project has 1515 lines).
On the other hand, YYC one in both GMS1.4 and 2.0 takes the same amount of time (~40 minutes).
@Kenjiro You mentioned disabling the automatic backup option, so is it still in GMS2.0? (I could not find it, plus thought source control is the only way to go now).
 

rwkay

GameMaker Staff
GameMaker Dev.
Do you have any shaders in your project??? Have you upgraded to the most recent runtime if so?

We have added caching of the shader during compilation and this speeds up the compile a lot.

If you have upgraded to the most recent runtime and you are still seeing this issue, then please file a bug and attach a link to the project (export as a YYZ and use DropBox or similar).

Russell
 

MaxRock

Member
Do you have any shaders in your project??? Have you upgraded to the most recent runtime if so?

We have added caching of the shader during compilation and this speeds up the compile a lot.

If you have upgraded to the most recent runtime and you are still seeing this issue, then please file a bug and attach a link to the project (export as a YYZ and use DropBox or similar).

Russell
Yes, I have 4 shaders in. Without them, the game still compiles slow. The runtime is v2.0.7.110, so the most recent one.
Is there option to file the bug as a private one? The project contains "sensitive data", and I wouldn't want it to be public, hahaha.
 
S

Sam (Deleted User)

Guest
Yes, I have 4 shaders in. Without them, the game still compiles slow. The runtime is v2.0.7.110, so the most recent one.
Is there option to file the bug as a private one? The project contains "sensitive data", and I wouldn't want it to be public, hahaha.
AFAIK, you can create a ticket on http://help.yoyogames.com and whatever you upload or link to will be kept private, if you ask them to, and the actual bug report, if they find what causes it, will just contain the steps to reproduce.
 
M

madcapacity

Guest
I'm running into issues with building for MacOS. This latest patch fixed a previous problem I was having with Igor, but the final built executable just crashes on launch. Here is the report I'm getting back. The Windows build of the game is running as expected.

FYI - I'm running Sierra
I resolved my issue, turns out Xcode wasn't up to date since upgrading to Sierra. Disregard my message about MacOS builds crashing.
 
C

CHANG UP HAN

Guest
Http_request does not work on Android.
Any data will send map body as "null".
Debug outputs an IOException.

sorry
I used Google Translator.
 
Last edited by a moderator:

rwkay

GameMaker Staff
GameMaker Dev.
@CHANG UP HAN - Please file a bug as we are not seeing this - attach a project that illustrates the problem (use Help -> Report a bug)

Russell
 

slojanko

Member


Just opened GMS after not using it for a couple of hours and it's completely unusable.
 
Last edited:
T

ThePropagation

Guest
There is something wrong with the draw event. I have the latest runtime and version of GMS2. The draw event isn't working right on my current project now, so I created a brand new project, made one room sized 1900 X 1080, made one controller object and only put this code in it:

draw_set_color(c_black);
draw_rectangle(-5, -5, 1905, 100, 0);
draw_rectangle(-5, 980, 1905, 1085, 0);

in the Draw GUI action.

When I play the game, the bottom bar isn't 100 pixels like i set it to be.

When I make a cursor to follow the mouse_x and mouse_y, the object is right on the mouse at the top, but at the bottom of the screen the object is lower than the mouseX and mouseY.

In the problem one image the cursor is correctly on top of the mouseX and mouseY.

In the problem two image the cursor is below the mouseY but the mouseX is fine.

I thought it was a camera issue, but I haven't made any cameras or views or any perspective related anything.
 

Attachments

gnysek

Member
draw_rectangle etc. aren't accurate because of drivers to GFX card - every company have different rules about offset for those functions. Use drawing stretched sprite instead.
 
O

OneSeven

Guest
Last update changing Alpha behavior

I use alpha for fading in transitions between rooms. Fading in stopped working after the last update showing a black screen instead. I managed to get it back to working after adding the following code:

Code:
gpu_set_blendenable(true)
I had to add the code to every room and not just on game start as it seemed to reset to black screen / no blending otherwise.

Any idea on that change of behavior?

Appreciate any clarity on that.
 

slojanko

Member
Another problem I saw in all of my projects, when compiling with VM, sometimes my game won't get more than 22fps. It's not a performance problem.
 
M

MoFaShi

Guest
I have used the "instance_deactivate_layer" to deactivate all instances in a layer, but the instances in this layer are still moving around if a path finding is activated by "path_start".

I think this should be a bug.
 

DesArts

Member
When you find and replace > all within a code window, if there are multiple iterations of the found string on one line, it doesn't compensate for the change in line length when it replaces each iteration on the line. This results in the subsequent replacements on the line aren't correctly done.

For example replacing all 'replaced' with 'ruined':
Code:
This will be replaced then replaced then again replaced
Becomes
Code:
This will be ruined then reruinedhen again replruined
 
B

basement ape

Guest
Downloaded this version to my laptop yesterday and while it ran fine on first time setup, the IDE won't run at all now. I double-click the icon and the process briefly appears then disappears in task manager. I tried rebooting, didn't help. Tried re-installing, didn't help either. I have Malwarebytes installed but no firewall, Norton nastiness or other virus scanners that might eat the process prematurely.

My system:
Windows 8.1
8 gig ram
i5 2.67ghz something
Intel iris 6100.

I'd post an error log message if there was one, but so far I haven't found any.
 
S

Sinful Creature

Guest
Hey, this new layout is astounding! I'm a big fan of how all the editors flow back to the Workspace.
The only thing I have a problem with is that I can't for the life of me change the draw order of my objects using the Draw Function, without having to change their depth.
Do you think you could have a way to prioritise drawing newly-created instances over older ones ( As in, when they share a depth together )?
I hope I didn't miss something when searching for a solution, but all help is appreciated.
Keep up the good stuff, YoYo Games!
 
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