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GMS_BuildToolchain

Allows for building and running games from GameMaker in a command line window.

Only tested in GameMaker: Studio 1.4.X

Attaching to compiled games

Result will look like this:

  • you can capture the game's debug console output

Usage

  • For debugging existing executables: Start the game, then the toolchain executable
  • For debugging and running games with GameMaker IDE: Make sure the IDE is running, then start the toolchain exec.

There are 2 ways:

  1. Running the executable and entering the name of the built game executable in runtime
  2. Creating a 'runnerconfig' file `

Without using a runnerconfig file

Not recommended but possible and probably still useful for testing.
If you are not using a runnerconfig file to launch the Tool, you can pass startup arguments like the ones mentioned below using the command line.

Runnerconfig files

These files contain the name of the compiled executable, the debug DLL directory and filename.
Create a new file and call it runnerconfig
It's essentially a json file with config information for the Toolchain executable to process.
Valid entries are:

  • CompiledExecutableName: The name of the executable file of your game
  • DebugRunnerDLLName: The name of the DLL file to inject to debug (You probably don't need to change this)
  • DebugRunnerDLLDirectory: The directory that contains above mentioned DLL file
  • OtherArguments: Can be a combination of different things (more information below)

Structure is like this:

{
    "CompiledExecutableName":"CheatEngineDummy.exe",
    "DebugRunnerDLLName":"DLL_redirConsole.dll",
    "DebugRunnerDLLDirectory":"E:\\VisualStudio\\projects\\ProcRedirStdout\\Release",
    "OtherArguments":"-show -intel -vanillaGFX"
}

It makes sense to have one file per project, in your GM-Project directory.
To use it, drag and drop the runnerconfig onto the executable.
You should see GameMaker Studio compiling and running the game.

OtherArguments

Valid are combinations of following:

  • -show : Does not hide the main game window
  • -noaudio : This switches off all audio in your game, no matter whether you are using the legacy sound functions or the new audio ones.
  • -inawindow : Forces the game to start in a window, even when set to run in fullscreen mode.
  • -software : Will force the game to use Software Vertex Processing instead of hardware for rendering the game graphics. This is especially useful for those PCs that are using an on-board Intel GFX chipset or show display issues on older machines.
  • -intel : This will switch on a fix for bad Intel drivers, no matter what GPU is being used. This work around for those bad drivers will slow things down, giving a noticeable performance hit for your game, so if you do not need the fix do not use it.
  • -vanillaGFX : Using this switches off any check for driver manufacturer, and can be very useful for testing your game "as is".