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Gamemaker studio 2 macros
Gamemaker studio 2 macros







  1. #GAMEMAKER STUDIO 2 MACROS HOW TO#
  2. #GAMEMAKER STUDIO 2 MACROS INSTALL#
  3. #GAMEMAKER STUDIO 2 MACROS WINDOWS#

Options: Z:/RivalsofAe_3953E155_86F6A8D3\ExtensionOptions.json RetrieveJSON - failed to find: D:\Rivals\RivalsofAether\datafiles_yy\ Reading config delta 'D:\Rivals\RivalsofAether\options\main\inherited\options_'

gamemaker studio 2 macros

Reading project file.D:\Rivals\RivalsofAether Options: D:\Tools\GameMaker Studio 2\Cache\GMS2CACHE\RivalsofAe_3953E155_86F6A8D3\targetoptions.json Options: C:\Users\ПК\AppData\Roaming/GameMakerStudio2\ampersandbear_38874\local_settings.json Options: X:/bin\platform_setting_defaults.json Loaded Macros from D:\Tools\GameMaker Studio 2\Cache\GMS2CACHE\RivalsofAe_3953E155_86F6A8D3\macros.json

#GAMEMAKER STUDIO 2 MACROS WINDOWS#

"C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.2.4.372/bin/Igor.exe" -j=8 -options="D:\Tools\GameMaker Studio 2\Temp\GMS2TEMP\build.bff" -v - Windows Run Saving project to: D:\Rivals\RivalsofAether\RivalsofAether.yyp "cmd" /c subst Y: "D:\Tools\GameMaker Studio 2\Temp\GMS2TEMP"Įlapsed time 00:00:00.0310018s for command "cmd" /c subst Y: "D:\Tools\GameMaker Studio 2\Temp\GMS2TEMP" started at 12:50:06 However, despite my recommendations being against using this functionality, I’m hoping that it’s left in as it’ll allow middleware scripts to “just work” without a developer needing to touch their code.RAW Paste Data Copied "cmd" /c subst Z: "D:\Tools\GameMaker Studio 2\Cache\GMS2CACHE"Įlapsed time 00:00:00.0310018s for command "cmd" /c subst Z: "D:\Tools\GameMaker Studio 2\Cache\GMS2CACHE" started at 12:50:06 If you can just find+replace variables/scripts in your project, I recommend you do that as that’ll be much more readable and debuggable than abusing this.įinally, I submitted this as a bug to YoyoGames as this seems like undefined behaviour that could lead to security holes. Otherwise we’ll just be calling _mylibrary_keyboard_check recursively.Īnd really… that’s it! This is something you can currently do in Game Maker! But, that being said, you probably shouldn’t.

gamemaker studio 2 macros

We need the _keyboard_check macro so we can utilize the real keyboard_check function within our _mylibrary_keyboard_check script. (Like a text editor doing find+replace on your codebase before compiling!)

gamemaker studio 2 macros

Well, Game Maker Studio 2’s preprocessor is simply replacing keyboard_check identifiers with _mylibrary_keyboard_check and it’s replacing _keyboard_check with keyboard_check. Show_debug_message("MyLibrary: Holding key - "+string(key))

gamemaker studio 2 macros

Then add a script to your project called _mylibrary_keyboard_check with the following: var key = argument0 #macro keyboard_check _mylibrary_keyboard_check You would define some macros in any script like so: #macro _keyboard_check keyboard_check So! Let’s say you want to replace all calls of keyboard_check with your own script that logs when a key is held.

#GAMEMAKER STUDIO 2 MACROS HOW TO#

His tutorials taught me how to utilize C-style macros amongst many other things and this macro idea couldn’t have even occurred to me without Casey’s hard work.

#GAMEMAKER STUDIO 2 MACROS INSTALL#

you install my scripts, they just work without you needing to touch your code)īefore I dive into it, I’d like to give a quick thanks to Casey Muratori for his work on the Handmade Hero project. I made this discovery while experimenting on a middleware project that could benefit from being able to add hooks or override core functionality in Game Maker. Today I wanted to tell you that it’s currently possible to replace core Game Maker Studio 2 functions with your own scripts using the #macro functionality. Replace core Game Maker Studio 2 functions with your own via #macro!ĮDIT, : A bug has been filed here and Russell Kay has left a comment saying “This is not a bug.









Gamemaker studio 2 macros