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Gm 7.0 Extension Maker


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#31 bluemagica

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Posted 28 February 2007 - 04:51 AM

U cannot use it before GM7
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#32 jetbuster

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Posted 28 February 2007 - 05:02 AM

hmmm mabey i should do this for money lol
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#33 pkavidas

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Posted 01 March 2007 - 09:34 PM

im still using gm 6 were do i get 7
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#34 Iam2noob4u

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Posted 01 March 2007 - 10:43 PM

www.yoyogames.com/gamemaker
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#35 Quimp

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Posted 03 March 2007 - 07:05 AM

The Extension Maker seems to grab the date using the computer's format. While it isn't a major problem, I think it would be better to have all the dates in the same format.

Examples:
GM Printing - Date: 20/01/2007
High Resolution Timer - Date: 2/28/2007
Quimp Data Structure - Date: 2007-03-03


And since I'm in this topic, I should add that the new mechanism is a breeze to use and truly expands the possibilities. Its implantation was a great idea.
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#36 Daniel-Dane

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Posted 04 March 2007 - 05:08 PM

Hey, me and a few others have thought about how the DLL system works.
When I create a DLL extension I don't have to define its functions nor free it. So is it correct understood that that is done automatically?
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#37 TheOmega

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Posted 27 March 2007 - 06:13 PM

I already found a bug with the extension feature, create a extension script
and put this
//this is a comment
return "ABCD";

if you call that in GM, it'll return "0.00";

I skipped 3 lines after the comment to fix it, I made several tests on this.
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#38 HaRRiKiRi

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Posted 04 April 2007 - 07:47 PM

Yeah it has some problems with comments. I have a script with 67 lines of code and some comments. The problem is that GM puts about three lines of code in a one line (for no apperant reason) thus it now have problems. Like this code:
//This will return ok
{
return "Ok"
//and now it will close
}
And GM extension mechanism will do something like:
//This will return ok{return "Ok"//and now it will close}
Thus giving a syntax error. Mind that this code may work as I don't want to show my real code that has this problem. But this can be very big issue for this mechanism as I can't use my extension. It works perfectly while in scripts, but when I create an extension it will show errors like "symbol { expected" when it actually isn't. And I have a part of the code like:
page=-1;
if (string_copy(stringy,0,2)="//"){
    if (pages!=-1){ds_grid_resize(pagegrid[pages],answers[pages]+1,7);}
    pages+=1;
    answers[pages]=0;
    pagegrid[pages]=ds_grid_create(20,7);
    ds_grid_set(pagegrid[pages],0,0,"");
}
And it will show that negative array index in this part:
answers[pages]=0;
When actually it says pages+=1 (this 0). So it has some major flaws, and only way I could fix them is changing the syntax of my code and making three free lines after almost each line.

Edit: Typo..

Edited by HaRRiKiRi, 04 April 2007 - 07:50 PM.

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#39 muslim power

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Posted 04 April 2007 - 08:01 PM

Sorry guys I dont understand how to use these GEX codes.
Like how do I run or use them in game maker after someone has made theme?
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#40 Daniel-Dane

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Posted 04 April 2007 - 08:02 PM

Use /* */ then...
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#41 HaRRiKiRi

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Posted 04 April 2007 - 10:19 PM

Daniel-Dane: Well it's a habbit so its hard to change. I better delete all comments before compiling.
muslim power: See the GM manual. Its very clear there.
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#42 Quimp

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Posted 07 April 2007 - 05:23 AM

Use /* */ then...

But that won't solve his problem with the second code he posted.


if (string_copy(stringy,0,2)="//"){
Replace with:
if (string_copy(stringy,0,2)="/" + "/"){

Should work. If something can be done about it, it would be nice to see it fixed. I'm guessing this could cause a lot of headaches.
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#43 gmguy249

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Posted 13 April 2007 - 11:15 PM

Can Someone make an online version of the helpfile because i have vista and it won't open it
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#44 ce gamer

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Posted 18 April 2007 - 02:27 PM

Is there are change that next to functions and constants there will also be variables in a newer version?
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#45 vinheim3

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Posted 14 May 2007 - 06:29 AM

great work mark with the extension maker, one question, i have finally figured out how to use .gml scripts in the extension maker by reading the help file where it says "the script must be the same name as the function", but how can i use functions from .lib's?
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#46 armigus

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Posted 07 December 2007 - 05:14 PM

I am looking for a very special event type. When GM loads a game via game_load() or its action, I want all objects in the freshly loaded game to fire a Game Load event. I need to correct some sound issues in loaded games.

Does a .GEX or DLL have the potential to add this functionality?
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#47 frankpiet

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Posted 14 January 2008 - 06:21 AM

i know in the licence it said that we cant complain about any bugs in the software, but the help files arn't working! can someone please give me a working link!!!

edit: it works now

Edited by frankpiet, 19 January 2008 - 03:14 AM.

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#48 databot

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Posted 15 July 2008 - 08:05 PM

Just to let you know, there is a GML extension parser on my site (yoyogames is taking forever to virus check it).
Current version of the program will loop through your GML files, looking at function names and ading them to a list.
It will also set certain functions as hidden based on a prefix check ( say, set all func_sys_* functions to hidden).

To use, just select a GML file, output file for function list, and hidden functions prefix (leave blank for no prefix)
Then just open extension maker, load your GML file, then click the import button and select the file you chose to save to.

Current version may be tempermental about clicking cancel.
Page for GML parser

Edited by databot, 20 July 2008 - 11:53 PM.

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#49 meiamsome

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Posted 10 October 2008 - 08:31 PM

how do you define global variables in the gml scripts of the extension maker... none of mine work.
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#50 Primoz128

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Posted 17 November 2010 - 10:03 PM

Any hopes Gm 8.0 extension maker will be made ?
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#51 alexfeldmen

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Posted 17 December 2010 - 10:29 AM

Thanks for such a great information
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