Testing Multiplayer

ome6a1717

Member
I'm finding it a real pain to learn GML multiplayer by having to compile a build every time I change a single line of code. It might be fine when you know exactly what you are doing, but when you're first learning something it becomes incredibly time-consuming.

Is there a way to have GMS2 run two instances of your game without having to compile or load two GMS2 instances of the same project? I've looked into the execute_shell script, but that no longer works in 2.3.1. I can't seem to find anything else online and am not entirely sure what to do.

Any help would be greatly appreciated!
 

ome6a1717

Member
You might find GMLive useful. It allows livecoding; costs $30 though.
i actually own it already. It’s absolutely brilliant. It doesnt work when you’re testing multiplayer, though (since it basically is using multiplayer to connect to gm live.

I did figure out a hack to do it using an old execute_shell script, though so thank you!
 
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