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OFFICIAL GMS2 Version 2.2.0

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Andrey

Member
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?
Yes, I also have this problem when compiling on YYC:
Code:
make: *** create_child_process: DuplicateHandle(In) failed (e=6)
.  Stop.
Stats : GMA : Elapsed=894,0511
Stats : GMA : sp=0,au=1,bk=0,pt=0,sc=0,sh=0,fo=1,tl=0,ob=1,ro=1,da=0,ex=0,ma=3,fm=0xB0004A000000


X://bin/GMAssetCompiler.exe exited with non-zero status (2)
now wait 2.2.1 with Santa?
 
Been waiting for a fix since 2.1.5... Keyboard string refreshes every step on android if the virtual keyboard is not activated. This really needs an urgent fix, I've been trying to make this work with no avail. I'm still using 2.1.4 because the newer versions do not support what I currently need...
 

Jack S

Member
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.

What we really need is a community project that the dev team collaborates with to manage a test case harness that can automate at least the non visual testing, and likely yes / no human interactive test case question through the visual and audio test cases. This would help them and us identify issues more quickly, get fixes out faster, and provide a solid context for bug reporting (report with a test case - everyone wins!)

@Dan & team do you think this sort of community project to be something that would be mutually beneficial to all involved?
 

Shut

Member
Any updates on supporting Ubuntu 18.04? I can't release Kontrakt on Steam for Linux without a fix or some kind of workaround.
 
R

RogueAndWolf

Guest
After the latest update, i get a Asset Compile error (1) when compiling on to android YYC. windows Compiling is fine! but not android. Anyone got an idea on how to fix this? i am out of ideas and its frustrating! need a fix for it asap!

I Hope this can be fixed so if anyone else has this issue they can find the fix as well

Here is a full error log
"cmd" /c subst Z: "C:\Users\Game Dev\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE"

elapsed time 00:00:00.0499994s for command "cmd" /c subst Z: "C:\Users\Game Dev\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE" started at 10/15/2018 15:08:49
"cmd" /c subst Y: "C:\Users\Game Dev\AppData\Local\GameMakerStudio2\GMS2TEMP"

elapsed time 00:00:00.0479993s for command "cmd" /c subst Y: "C:\Users\Game Dev\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 10/15/2018 15:08:49
"cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.0.261"

elapsed time 00:00:00.0489989s for command "cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.0.261" started at 10/15/2018 15:08:49
Saving project to: E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first\DressUp.yyp
"C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.0.261/bin/Igor.exe" -options="C:\Users\Game Dev\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -- Android Run

Loaded Macros from C:\Users\Game Dev\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\DressUp_E24FCFD7\macros.json
Options: X:/bin\platform_setting_defaults.json
Options: C:\Users\Game Dev\AppData\Roaming/GameMakerStudio2\admin_1280256\local_settings.json
Options: C:\Users\Game Dev\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\DressUp_E24FCFD7\targetoptions.json
X://bin/GMAssetCompiler.exe /c /zpex /mv=1 /iv=0 /rv=0 /bv=0 /j=6 /gn="DressUp" /td="Y:/" /cd="Z:/DressUp_E24FCFD7" /zpuf="C:\Users\Game Dev\AppData\Roaming/GameMakerStudio2\admin_1280256" /m=llvm-android /tgt=8 /llvmSource="X://yyc/" /nodnd /cfg="default" /fU="Z:/DressUp_E24FCFD7\functionsUsed.txt" /o="Y:/DressUp_239FA443_YYC" /optionsini="Y:/DressUp_239FA443_YYC\options.ini" /baseproject="X:/BaseProject\BaseProject.yyp" "E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first\DressUp.yyp" /v /preprocess="Z:/DressUp_E24FCFD7"
Reading project file....E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first
Reading project file....X:\BaseProject
Reading config delta 'E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first\options\main\inherited\options_main.inherited.yy'
finished.


X://bin/GMAssetCompiler.exe DONE (0)
Release build
PlatformOptions
Options: Z:/DressUp_E24FCFD7\PlatformOptions.json
Options: Z:/DressUp_E24FCFD7\MainOptions.json
displayname
hostname
runtime
working dir: C:\Program Files\GameMaker Studio 2
C:\Users\Game Dev\AppData\Local\Android\Sdk\platform-tools\adb devices
OptionsIni
PlatformOptions
working dir: C:\Program Files\GameMaker Studio 2
C:\Users\Game Dev\AppData\Local\Android\Sdk\platform-tools\adb -s "PL2GARD831313552" shell getprop ro.product.cpu.abilist
X://bin/GMAssetCompiler.exe /c /zpex /mv=1 /iv=0 /rv=0 /bv=0 /j=6 /gn="DressUp" /td="Y:/" /cd="Z:/DressUp_E24FCFD7" /zpuf="C:\Users\Game Dev\AppData\Roaming/GameMakerStudio2\admin_1280256" /m=llvm-android /tgt=8 /llvmSource="X://yyc/" /nodnd /cfg="default" /fU="Z:/DressUp_E24FCFD7\functionsUsed.txt" /o="Y:/DressUp_239FA443_YYC" /optionsini="Y:/DressUp_239FA443_YYC\options.ini" /baseproject="X:/BaseProject\BaseProject.yyp" "E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first\DressUp.yyp" /v /arch=54 /bt=exe
Reading project file....E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first
Reading project file....X:\BaseProject
Reading config delta 'E:\StuffUsuallyOnCDrive\Desktop\The Game\Dress Up Game 01 - Alex first\options\main\inherited\options_main.inherited.yy'
finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
Final Compile...finished.
Writing Chunk... GEN8
option_game_speed=60
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... GLOB
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... EMBI
Writing Chunk... TPAGE
Texture Group - Default
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png...
1 Compressing texture... writing texture texture_1.png...
2 Compressing texture... writing texture texture_2.png...
3 Compressing texture... writing texture texture_3.png...
4 Compressing texture... writing texture texture_4.png...
5 Compressing texture... writing texture texture_5.png...
6 Compressing texture... writing texture texture_6.png...
7 Compressing texture... writing texture texture_7.png...
8 Compressing texture... writing texture texture_8.png...
9 Compressing texture... writing texture texture_9.png...
10 Compressing texture... writing texture texture_10.png...
11 Compressing texture... writing texture texture_11.png...
12 Compressing texture... writing texture texture_12.png...
13 Compressing texture... writing texture texture_13.png...
14 Compressing texture... writing texture texture_14.png...
15 Compressing texture... writing texture texture_15.png...
16 Compressing texture... writing texture texture_16.png...
17 Compressing texture... writing texture texture_17.png...
18 Compressing texture... writing texture texture_18.png...
Writing Chunk... AUDO
Writing Audio Group Effects
Writing Audio Group Music
ClangExeLocation=C:\Program Files\Android\android-ndk-r17c\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe
Using NDKDir = C:\Program Files\Android\android-ndk-r17c
Using PlatformDir = C:\Program Files\Android\android-ndk-r17c\platforms\android-28
Using ARMToolChain = C:\Program Files\Android\android-ndk-r17c\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64
Using X86ToolChain = C:\Program Files\Android\android-ndk-r17c\toolchains\x86-4.9\prebuilt\windows-x86_64
Using ARM64ToolChain = C:\Program Files\Android\android-ndk-r17c\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64
Using X86_64ToolChain = C:\Program Files\Android\android-ndk-r17c\toolchains\x86_64-4.9\prebuilt\windows-x86_64
saving file Y:/DressUp_239FA443_YYC\DressUp.droid
C:\Program Files\Android\android-ndk-r17c\ndk-build.cmd APP_STL=c++_shared APP_PLATFORM=android-14 APP_ABI="armeabi-v7a x86 arm64-v8a x86_64 " -j 6 NDK_LIBS_OUT="Y:/DressUp_239FA443_YYC/lib"
'C:\Program' is not recognized as an internal or external command,
operable program or batch file.
Stats : GMA : Elapsed=4284.9907
Stats : GMA : sp=321,au=10,bk=0,pt=0,sc=24,sh=0,fo=5,tl=0,ob=106,ro=5,da=3,ex=5,ma=31,fm=0x1000B21D4D7D2630


X://bin/GMAssetCompiler.exe exited with non-zero status (1)
 

Speederman

Member
I've noticed that in this version 'matrix_build_projection_ortho' doesn't work anymore as it should do. Now there's no difference between it and 'matrix_build_projection_perspective'. My project has a 3D object that appeared completely messed up right after updating. It happened in the previous version, before the patch update.

EDIT: In fact, it seems that all the projection map build functions don't work. I've tried to create my own matrix with 'matrix_build' and no matter which values I enter, nothing changes...
 
Last edited:
Hi,
i have opened a ticket few days ago because the in-app purchase extension didn't work in GMS2. I have attached an example but is pretty simple.
Open Gamemaker Studio 2
Create a new project,
Import:
Google Play Service extension
Google Play Service IAP extension
Google Play Licensing extension
Create a build
You will get errors

Do the same thing with GMS1.4, all work fine.

I have used the same setting for SDK about minimum sdk, support lib and build tools and on GMS1.4 works in GMS2 not. I have 3 games that need to be released and i can't. Please help.

Thanks.
 
H

Hampej

Guest
With newest update, every time messenger pops up on android my game lags for a bit. is it related to lose focus thing?
 
K

kakatoto

Guest
Hello all, I would like to know if Yoyo is going to do something about the bug with surfaces and draw_clear_alpha ? It seems that we don't have any answer about that bug that occurs in last versions of runtime.
 
N

Next Level

Guest
EDIT:
Rolled back to 2.1.5.332, and everything is fine again -- projects open normally, so it definitely seems to be an issue with 2.2.0.

Original post below this line
_________________________________

I have a worse problem here than any I have seen thus far.
After updating to this latest version, I can no longer open either of the projects I am working on.

Upon attempting to open either project I receive this error:
 

Attachments

Last edited by a moderator:
I'm having an issue with http_get_file on Android 9 (Pie). All prior versions of Android work just fine, but nothing is ever downloaded with Android 9. Dozens of my players are having this issue. Any ideas?
 

Shut

Member
Hello all, I would like to know if Yoyo is going to do something about the bug with surfaces and draw_clear_alpha ? It seems that we don't have any answer about that bug that occurs in last versions of runtime.
Any updates on this?
 
The virtual keyboard functions are really buggy and practically unuseful. I am trying to add the escape character "\n" with the keyboard_string(keyboard_string += "\n") but it doesn't work. It works perfectly for pc and mac but for mobile this doesn't work using the virtual keyboard. Any ideas or any plans to fix this virtual keyboard
 
Problem with In-app purchasing for GMS2 seem to still be there, also still no answer from my opened ticket. I can't release the update of my game on Android because in-app can't be compiled, instead for iOS works because we do not need any external extension.
 
K

kakatoto

Guest
I didn't find the report here https://bugs.yoyogames.com
The error can remain in 2.2.1, stretching it until spring. If you have an example, it is better to file a report yourself, do not hope for someone.
Minor issue with this update, in 2.1.5 you can call this in the draw event and all will be fine:
Code:
surface_copy(mySurface,0,0,application_surface);
draw_clear_alpha(c_black,0);
But in 2.2.0 it will reset my camera for some reason, so I have to call this to fix my camera:
Code:
surface_copy(mySurface,0,0,application_surface);
draw_clear_alpha(c_black,0);
camera_apply(myCamera);
Not sure if this is intended behaviour as GMS2 did work like this in previous versions. Kind of annoying to open up a project and get a black screen after an update, just looking to keep things consistent. If I wasn't already aware of this from earlier versions I would have no idea how to fix this.
Thanks!
Plus I have dropped a report a long time ago.
 

Arashi

Member
I came here to find out, if it is safe to update to 2.2.0 version of gamemaker.

But it seems that bug with camera reset after draw_clear was not resolved yet.
 
That doesn't look like it should work at all by having a function "keyboard_string" the same name as the internal variable "keyboard_string".
sorry, I mean to just emphazies the way I was adding the newline from the keyboard string. I am not using the keybaord string as a function, I'm just doing this: keyboard_string += "\n"
 

breakmt

Member
In this morning I had Internet connection problems and this affected on GameMaker too.
A. I had startup long freeze,
2018-11-16_080130.jpg
B. I had build time 1 minute (and even more) and usually it takes few seconds (it is very tiny project) - you can see video here,
2018-11-16_080908.jpg
C. Also I had lags in IDE itself while coding - it freezed for few seconds.
D. And also I noticed that Building counter sometimes goes from 0 and up, but sometimes it goes from up down to 0... Why?

There is definitely something wrong with GM when no Internet connection available...

Should I report it as bug? Maybe attach log? Or maybe this problem is already known?
 

FrostyCat

Redemption Seeker
I just noticed this report on Mantis: #0030217

Upon inspection, it became clear that this is user error, NOT something the runner should handle. Just look at what the reporter passed off as "JSON":
Code:
var characters = json_decode(@"{
'test': {
'face_index': 11,
}
}");
It takes a non-standard JSON parser to make sense of this, and I don't think it's YoYo's responsibility to make the HTML5 export bend backwards to forgive the transgressions in this sample.

When I corrected the sample to this, everything worked fine everywhere:
Code:
var characters = json_decode(@'{
"test": {
"face_index": 11
}
}');
Sometimes I wish the GMC could be better leveraged to keep irrelevant stuff like this from having a place in the backlog.
 
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