OFFICIAL GMS2 Version 2.2.0

Discussion in 'GameMaker Studio 2 Community Tech Support' started by Dan, Oct 2, 2018.

  1. c023-DeV

    c023-DeV Member

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    0030057: Saving: Texture, Audio and Font groups are reset to Default each time a project is opened

    Can confirm that this works here now, thanks for the quick fix!
     
  2. Dan

    Dan YoYo Games Staff YYG Staff

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    We have now confirmed all of the following and are preparing a runtime update (likely releasing early next week) to include:

    https://bugs.yoyogames.com/view.php?id=30064 - HTML5: instance_create_layer() no longer works
    https://bugs.yoyogames.com/view.php?id=30068 - Windows: Crash when using get_string_async() and get_integer_async()
    https://bugs.yoyogames.com/view.php?id=30067 - Android: Null pointer audio device crash when resuming games from sleep state in 2.2.0
    https://bugs.yoyogames.com/view.php?id=29655 - Build iOS: Unable to build for YYC in Xcode 10 as we use angle brackets to define headers, which is no longer supported
     
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  3. kakatoto

    kakatoto Member

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    And what about the bug with surfaces and draw_clear_alpha ? Am I the only one to experience some bugs with that ? No object blinking ?
     
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  4. appymedia

    appymedia Member

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    Fantastic, looking forward to this, nice comms as well
     
  5. Dan

    Dan YoYo Games Staff YYG Staff

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    That will require investigation of a sample project to determine the cause and then make a fix if required. As it's a rendering issue, it's likely to have knock-ons which will require a lot of projects to be tested, so we can't guarantee a timeframe for that one.

    The 4 above, we already had fixes for in an internal version, so they're quick and easy to bring over.
     
  6. kakatoto

    kakatoto Member

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    Thank you for your reply. I have tried to isolate the problem in a small project but I could not so far, since I have tons of lines of codes in it. All I know for now is that the problem occurs when I use the function draw_surface. Possible draw_clear_alpha. For now I have switched back to the previous runtime and it works. I hope Yoyo will let us select old runtime versions later.
     
  7. Kululu17

    Kululu17 Member

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    Hi All - would you please offer an option under preferences to disable update notifications? I really prefer to wait until an update has proven itself it be stable, and not be reminded ever single time I start the program that there is an update available.
     
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  8. c023-DeV

    c023-DeV Member

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    When I build games with the YYC then it takes about 4-5 seconds to exit the game using:

    game_end();

    Works fine with the VM build. Game exits instantly.
    Anyone else have this?
     
  9. vortexvt

    vortexvt Member

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    The worst release ever.
    GMS2 freezes at startup, 80-90% of the time. Just impossible to use. W10, last update.

    Tried to compiled a game for android after the update. YYC does not work at all. Tried NDK 18 and 17c, problem with removed MIPS. I don't even use MIPS in my game.
    I was able to set up GMS2 so that the compilation was successful. But still game crash after the start with both YYC and VM version.

    It works stably (both GMS and my game) if I return to the previous version of the gamemaker.
     
    Last edited: Oct 4, 2018
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  10. Arashi

    Arashi Member

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    I confirm this problem. Described it here: https://forum.yoyogames.com/index.php?threads/my-shadows-does-not-work-any-more.53804/

    Switched to 2.15, waiting for fix.
     
    kakatoto likes this.
  11. matharoo

    matharoo Udemy Instructor

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    With this new version, my HTML5 games freeze at start and my Android apps crash.

    Anyone else facing the same issues?

    Both issues have been reported.
     
  12. vortexvt

    vortexvt Member

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    2.2.0 Runtimes - Async Dialog event crash the game in 100% of cases in Android and PC. Maybe other pratforms too, don't have time to check.
     
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  13. matharoo

    matharoo Udemy Instructor

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    Oh, so it's the Social Async event causing the crash in my Android apps! Thanks for pointing it out.

    At least the issue is less vague now.
     
  14. spinout

    spinout Member

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    What settings did you use, for NDK and anything else to get it working?
     
  15. Pano

    Pano Member

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    my game crash immediatly too (android)
     
  16. Jack S

    Jack S Member

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    @Dan Thank you so much - you have been 10000% more responsive than what we got last update. I and I'm sure other here really appreciate it!
     
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  17. tobo

    tobo Member

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    Thanks!
     
  18. HW.

    HW. Member

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    Me too.
    YYC apk. crash too..
    And it is not waiting, but will instantly crash on my physical Android devices (and on AVD emulator too).
    As soon as i exit the game ("Back" Android button which has setup of backspace key press event with game_end(); on it which used to make the app on background process is now crash on 2.2.0, 2.1.5 is okay.)

    "Unfortunately, the apk has stopped"

    And it is not just "game_end() on Android" that gets crash, but also the "default button of Android OS UI" such as "Home", "Recent apps", and more...
    Test anything that makes the game lose focus (os pause/sleep) and you will see the crash too.

    @Dan, is this game_end(); Android crash a part of the effect of the https://bugs.yoyogames.com/view.php?id=30067 - Android: Null pointer audio device crash when resuming games from sleep state in 2.2.0 ?

    @Dan, is this also a part of the effect of the https://bugs.yoyogames.com/view.php?id=30067 - Android: Null pointer audio device crash when resuming games from sleep state in 2.2.0 ?
     
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  19. Tryzna

    Tryzna Member

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    No you are not, reapply your camera just after surface reset and it will hopefuly work. Example below, line 396. Hope that will help.

    upload_2018-10-5_5-51-2.png
     
    Last edited: Oct 5, 2018
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  20. Paul Huckstepp

    Paul Huckstepp Member

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    Since updating to 2.2.0.343 none of my projects will compile and run (Windows VM). The output goes through all the usual compilation stuff and then shows C:\WiNDOWS\sytem32\cmd.exe DONE (0)

    No window for the game, nothing. I tried Clean and that didn't help either. If I attempt to run again it tells me that the project is already running.

    It also seems to be very unstable now as well, as others have noted start up often leaves me with a white screen that I have to force quit.

    My PC is running the Windows 10 October 2018 update - if that makes a difference.

    UPDATE:
    I reverted my Windows to the previous major release to see if it was stopping the game from building but it still didn't work. So I switched to the previous runtime v2.1.5.246 thinking that perhaps the 2.2 runtime was dodgy. Still can't get my projects to run properly after building.

    GMS2 Desktop (not steam).
     
    Last edited: Oct 5, 2018
  21. Briana83

    Briana83 Member

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    I had a game that was working on the html5 platform. I added a sprite randomizer, the same one I had on a different object [but with different sprites]. It doesn't work anymore, but it still works on the Windows target!
     
  22. matharoo

    matharoo Udemy Instructor

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    Try rolling back to runtime 2.1.5?
     
  23. Paul Huckstepp

    Paul Huckstepp Member

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    UPDATE: Managed to fix the issue of a windows game building but not running. I had to do a full uninstall using iolo Uninstaller to clear out all the little left over bits. Then I deleted the entire ProgramData/GameMaker Studio 2 folder and then reinstalled. After that I just loaded my project and it ran successfully. Phew.

    I would like to add that I made no changes to my project between upgrading from 2.1.5 and 2.2.0. I just installed the update, loaded my project and attempted to run it to check everything was still working - and it failed to run.

    Anyway, panic over.
     
  24. Better Nature

    Better Nature Member

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    I am also having issues similar to Arashi and Kakatoto. In any room where I draw my water shaders to a surface, not only does the surface not appear, but certain layers in the room don't draw at all, including my main instance layer and some foreground tile layers. I don't use surfaces in rooms without water and everything draws fine in those cases. I haven't been able to figure out how my instance and other layer drawing is being prevented by my water surface drawing. If I figure it out I will update in this thread. I dialed back to previous backups of my game where the code was definitely working, and the issue is present in those as well, so I know that it has to be related to this update and not my own code.

    Here's my water surface code for reference, it's in the Draw Event:
    Code:
    if(water_on == true)
        {
        //create water surface 1
        if(!surface_exists(surf_water)) surf_water = surface_create(room_width,room_height);
    
        surface_set_target(surf_water);
        draw_sprite(w_depth,0,0,0);
    
        gpu_set_blendmode_ext(bm_dest_alpha, bm_zero);
        draw_sprite_tiled(spr_water_ripples_02,0,w_x,w_y);
        gpu_set_blendmode(bm_normal);
        surface_reset_target();
    
        if(surface_exists(surf_water)) draw_surface(surf_water,0,0);
        }
    
    Update: I went back to Runtime 2.1.5.246 and the problem was fixed. The latest Runtime released on 10/9/18 has the same problem as before.
     
    Last edited: Oct 12, 2018
  25. kakatoto

    kakatoto Member

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    Thnaks. I confirm that you solution works. Yoyo, can you do something for that ?
     
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  26. Briana83

    Briana83 Member

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    How?
     
  27. matharoo

    matharoo Udemy Instructor

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    Try double clicking there:

    upload_2018-10-9_9-48-41.png
     
  28. spinout

    spinout Member

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    Are we close to the fixes being released?

    We're waiting on it before we push release.
     
  29. DukeSoft

    DukeSoft Member

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    Based on the previous updates and their releases, I'm afraid its going to be a month or 3.
     
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  30. Ricardo

    Ricardo Member

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    The HTML5 module is basically broken in the latest runtime. It will be very unprofessional if it stay like that for 3 months (sure, I can rollback for the previous one, but that mean I lost the "fixes" of the latest runtime. Also, new users will get confused as they won't expect that the default runtime basically doesn't work with the module they just bought).
     
  31. BaBiA Game Studio

    BaBiA Game Studio Member

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    It's been less than a week since @Dan said they had fixes done internally, so I doubt that they will spend the next 1-3 months doing their testing and packaging. I would expect the 4 items to be released as a new version very shortly, especially as they did a hotfix for the last set of bugs so I would expect them to do the same again.
     
  32. Hampej

    Hampej Member

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    How long until this fix is out? :)
     
  33. Ricardo

    Ricardo Member

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    Looking at that list, I bet Android and iOS testing are delaying the hotfix release. I know how tricky these platforms can be.
     
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  34. DukeSoft

    DukeSoft Member

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    2.1.5 had the 3D audio broken, which is not a small thing in my opinion. It basically broke my game, and it was fixed quite fast as well, its just that it only was released with 2.2.0. Thats why I'm saying it might take 3 months.
     
  35. kakatoto

    kakatoto Member

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    This is very sad that Yoyo is ruining its reputation by its own. And there is still the problem with surfaces that occurs for several users on the forum. Very very sad.
     
  36. Hampej

    Hampej Member

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    In this case they wrote that a fix should be out this week? Don't think it will take 3 months.
     
  37. Dan

    Dan YoYo Games Staff YYG Staff

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    The runtime feed is now updated with those fixes. You should get an update notification in the IDE next time you start up, or you can refresh the feed now from Preferences > Runtime Feeds > Master.
     
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  38. kakatoto

    kakatoto Member

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    And what about the problem with surfaces ? And what about the problem with non-exited status error which makes crash half of my run ? God GMS2 is a pile of bugs.
     
  39. DukeSoft

    DukeSoft Member

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    Thanks for proving me wrong :D
     
  40. Hampej

    Hampej Member

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    Compiling to YYC for ios 12.0.1 on mac IDE makes mono crash every time on mono version 5.10.1.57. Im using newest runtime 2.2.0.269. Tried with newest mono version 5.16.0.179 but there i just get build error. Also tried with mono version 4.8.0.520 (the one who comes with GMS) dosent work eather. Can build both VM and YYC on my ipad air 2 with IOS 11.3.1 and mono 5.10.1.57. My mac is running Mohave and Xcode 10.

    Edit - Compiling for my ipad, then switching in xcode to my Iphone with 12.0.1 seems to work. Mono only crashes in game maker when building to ios 12.0.1
     
    Last edited: Oct 11, 2018
  41. spinout

    spinout Member

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    I'm still getting an error trying to build YYC for Android:

    make: *** create_child_process: DuplicateHandle(In) failed (e=6)

    Anyone else with this issue?
     
    Andrey likes this.
  42. HW.

    HW. Member

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    Tried 2.2.0.261 runtime, and it looks like the onpause/sleep crash doesn't appear anymore. Thank you for the .261 hotfix.

    However, i also found some very LONG LINES of Java/gradle lint error logs (as far as i remembered something about annotations.zip or annotations.xml not found on c:\android\sdk\platform-tools\api\...) while building, but it gives a Build Successful in the end. I will test again to see if it has any impact on the final .apk. I hope it will keep stable.
     
  43. muki

    muki Member

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    Can confirm surfaces are broken on my end as well, using latest runtime.

    I'm considering disabling automatic updates if the option exists (haven't checked yet). I know the YYG team mean well (thankful for their work!) but this sort of thing is really disruptive. I basically can't work at all, in fear that "fixing" it now just makes it broken again when the runtime is actually fixed. Since I'd be hacking code which was working already.
     
    Last edited: Oct 12, 2018
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  44. meltypixel

    meltypixel Member

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    In the previous version, there was an issue with 3D sounds and a crackling that accompanied the doppler effect when you set an audio emitter's velocity. I submitted a bug, and it was resolved two months later. But it appears the solution was to eliminate the doppler effect entirely... which doesn't seem right.

    I've submitted a new bug report, but figured I'd make a post here in case anyone else is wondering what's up.
     
  45. Dan

    Dan YoYo Games Staff YYG Staff

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    Our pleasure ;)
     
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  46. Dan

    Dan YoYo Games Staff YYG Staff

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    We have already upgraded the version of Mono GMS2 uses for the next (2.2.1) release, as Mojave doesn't like the version we're using. For now, you will need to use the workaround of targeting an older device in GMS2.

    If you haven't already, please do send us a helpdesk ticket with your compiler log and ui.log for when you get that error, though, and we will ensure the issue is resolved for 2.2.1. Thanks.
     
  47. TheSly

    TheSly Member

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    Yoyo, you need to seriously consider such a request. A core group of testers are needed as you are damaging your reputation amongst your hardcore audience. You are doing yourself a strong disservice by not implementing something that can only benefit all users, and yourself, in the long run. It's been proven over and over that your current system is completely flawed, indicating this will continue. Please implement something like this as consumer confidence in your ability to correctly patch your own product is incredibly low.
     
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  48. Marcus12321

    Marcus12321 Member

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    I find it hard to believe they do not have a huge set of major projects that they compile with any new updates to make sure all is working well before they release it to the public.

    And by huge, I mean, like a hundred or more. Multiple styles of projects on each platform.
     
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  49. Patacorow

    Patacorow Member

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    Are there any news about the Android crash? My app has been down for two whole weeks and I can't resubmit it for review because the build is completely broken.
    This is extremely frustrating, how did they not see this while testing???
     
  50. Mool

    Mool Member

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    You could use a old runtime
     
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