
- Gamemaker clean text wrap archive#
- Gamemaker clean text wrap software#
- Gamemaker clean text wrap code#
Gamemaker clean text wrap code#
Pre-Studio versions of GameMaker included source code in compiled games, however, so could be generally decompiled (provided that you can find a tool for the according version used and did not use tools to prevent this from happening). Many video games have the feature that exiting one side of the screen will wrap you around to the opposite side notable examples of this include the smash hit classics Asteroids and Pac Man. As substantial cleanup work may be required, this is usually the last thing that you should try out. While art/audio assets are relatively easily extracted, reconstructing source code into close-to-original format is trickier - you might be able to scrap your general code structure, but comments/enums/macros/etc. See "on GameMaker: Studio game decompilation"
Gamemaker clean text wrap software#
Personally I had some success with using MiniTool's software for data recovery on an occasion, but you are more than welcome to do your own research if the situation requires. did that by yourself on accident), numerous programs exist to aid with process of recovering deleted files. Desired effect: break is iserted before the last word's first letter on this line gets written. If you had timely noticed disappearance of files (e.g. Problem: if a word goes beyond the width it's first written on one line and then gets teleported to the next. yydebug files use a purpose-specific binary format, decoding the file "by hand" wouldn't have been a particularly entertaining process, so I made a simple web-based program that you can load such a file into and view/copy any code contained inside: Temporary directory' path can be found on first page of preferences in GMS1 or under General Settings - Paths in GMS2. While these are never generated for release builds, it means that your "temporary files" directory secretly contains multiple versions of complete source code of projects that you were developing.įiles can be found by searching for yourProjectName.yydebug in temporary directory. yydebug file containing majority of the source code into a temporary directory. Little known fact: to display accurate code snippets in error messages and the debugger when the game is ran from IDE, GameMaker: Studio exports a special.
Gamemaker clean text wrap archive#
If you are using GMS2, there is no built-in mechanism for backups (so far).Īs an additional note: prior to opening the backup(s), make an archive copy both of the backup and the broken current version, since running the backup version will overwrite the backup. gb1.gb9 versions of the same file and may or may not be enabled by default. If you are using older versions of GameMaker, backups are found as. If you are using GMS1, backups are found in "My Documents\GameMaker\Backups" and are enabled by default. The first thing to check would be if you have any backups. This blog's share of reminding people about what's important. Any help is appreciated.This post is about resolving situations involving loosing parts of GameMaker projects - be that from human error, software glitches, or hardware failure. Then I tried commenting out the "keyboard_string = "" " and then it did gather my input, but it also had all the previous letters I typed. I then tried drawing the string "works" and that worked just fine! In the game, the string just remains empty, regardless of what I type. I first tried drawing global.name but to make sure keyboard_string was working I made it draw keyboard_string instead. I commented out the character limiting system to focus on the bug.Īnd this is what I got in the draw event. In the create event I have these lines: global.name = "" Īnd in the step event I've got: //if (string_width(keyboard_string)