Create Exes With Gml (tut+gml+sample Program)
#41
Posted 04 April 2008 - 02:24 AM
This technique allows the adding extra GML code to your compiled GML code ? that cant be right because whats the point of that ?
Im sorry to ask this but can someone explain what this is for ?
#42
Posted 04 April 2008 - 02:34 AM
Im usually ok with programming but I must not be understanding this correctly ?
This technique allows the adding extra GML code to your compiled GML code ? that cant be right because whats the point of that ?
Im sorry to ask this but can someone explain what this is for ?
MMORPG's, people could update the EXEs.
Game Creators, allow people to "compile" their games.
EDIT: Wow this method is very clever, I wonder if I could store a file at the end and rewrite it out of the exe. Hmmm this method is very good.
Edited by Doogie_Forever, 04 April 2008 - 02:42 AM.
#43
Posted 04 April 2008 - 03:09 AM
I still dont understand what this post is for ??? sorry could you explain again
Thank You
Edited by microbot, 04 April 2008 - 03:09 AM.
#44
Posted 06 April 2008 - 12:17 PM
Imagine you are making a platform maker in Game Maker. You want YOUR program to make EXE's, so this script allows you to add code to the end of the file, allowing for the player to be able to make their own EXE files.
In short, imagine you compile your Game Maker game, this allows you to add code to the END of your compiled game maker game (EXE) and run it.
Edited by Doogie_Forever, 06 April 2008 - 12:19 PM.
#45
Posted 06 April 2008 - 04:29 PM
- Fede-lasse
#46
Posted 06 April 2008 - 08:47 PM
#47
Posted 10 April 2008 - 08:28 PM
I'll start from the start:
@ microbot - As said this could create varieties of the same program made be GM. The basic difference between each variety is that it has some extra code/text/data. Then when that 'new' exe runs, it does things according to the extra piece of code. Making it run differently then it was supposed to when created by GM.
@Doogie_Forever - Thanks for helping out
@Fede-lasse - As far as I remember, there isn't any code dependent on gm6/7 or lowwer so theoretically it should still work. The interpreter even in gm8 should still use GM exe's as right now I believe, so that doesn't present a problem of corruption either.
@cbruno - Sorry I can't explain it any further: I wrote both tutorial and the sources, so please read them carefully and those should get you going after a while.
#48
Posted 15 April 2008 - 01:05 AM
I was thinking why not include the extra script in a .txt file and have the game open that file and execute the code from there but this would mean that anybody could edit the script file that was supplied with the .exe so I see that by including the customization script into the .exe you can prevent this (non-advanced users)
#49
Posted 16 April 2008 - 05:06 PM
#50
Posted 23 May 2008 - 11:15 PM
#51
Posted 24 May 2008 - 08:37 PM
obj = object_add() object_event_add(obj,ev_create,0,createcode) object_event_add(obj,ev_step,ev_step_normal) object_event_add(obj,ev_draw,0) instance_create(x,y,obj)that gets around execute_string() every step/draw event. I havent tested it with you example, but I see no reason this won't work
edit- here is my example. It doesn't use your tutorial , but uses the same idea.
-acrog2
Edited by acrog2, 24 May 2008 - 09:28 PM.
#52
Posted 25 May 2008 - 12:06 PM
He wants a gm6 because its not working at his gm6.
#53
Posted 25 May 2008 - 05:44 PM
Still it is nice of you to give us some examples.
#54
Posted 24 July 2008 - 05:00 AM
#55
Posted 26 July 2008 - 06:01 AM
Do you want to save a file name / extension into the exe and load it back?
#56
Posted 09 August 2008 - 09:55 AM
#57
Posted 09 August 2008 - 06:08 PM
#58
Posted 09 August 2008 - 06:38 PM
#59
Posted 29 August 2008 - 08:11 PM
#60
Posted 29 August 2008 - 09:14 PM
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