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Releases: nkrapivin/libmulti

Pixel format fixes.

11 May 10:42
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Changelog:

  • Added libmulti_set_gms2_pixel_format and libmulti_get_gms2_pixel_format to toggle GMS 2 pixel format behavior.

How to use

  • GM:S 1.4 users: Import the libmulti.gmz project and look at the sample object.
  • GMS 2.2.5 users: Import the libmulti.gms2.yyz project and look at the sample object.
  • GMS 2.3.1+ users: Import the libmulti.gms23.yyz project and look at the sample object.

How to integrate into your own game

This implies you've already imported and tinkered with the sample project. (oh and also read the docs a bit)

  • Load your game project.
  • Right click at Extensions then click Add Existing
  • Then in the opened up file dialog, navigate to the extensions folder in the sample libmulti project
  • And then choose the libmulti.extension.gmx file if you're using GM:S 1.4 or the libmulti.yy file if you use GMS 2+.
  • A new extension called libmulti should be added, then you're good to go!

How to update the extension

  • Load your game project.
  • Right click on the libmulti extension, then click Delete and agree.
  • Re-add the new extension (see How to integrate into your own game).
  • Try running your game again, if all went fine, have fun.

Hackfix for RegisterCallbacks.

09 May 17:46
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Changelog:

  • Same as v1.2.0.
  • Fixed RegisterCallbacks.

How to use

  • GM:S 1.4 users: Import the libmulti.gmz project and look at the sample object.
  • GMS 2.2.5 users: Import the libmulti.gms2.yyz project and look at the sample object.
  • GMS 2.3.1+ users: Import the libmulti.gms23.yyz project and look at the sample object.

How to integrate into your own game

This implies you've already imported and tinkered with the sample project. (oh and also read the docs a bit)

  • Load your game project.
  • Right click at Extensions then click Add Existing
  • Then in the opened up file dialog, navigate to the extensions folder in the sample libmulti project
  • And then choose the libmulti.extension.gmx file if you're using GM:S 1.4 or the libmulti.yy file if you use GMS 2+.
  • A new extension called libmulti should be added, then you're good to go!

More functions basically.

09 May 16:05
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PLEASE USE THE 1.2.1 RELEASE, THIS ONE BROKE ASYNC SOCIAL EVENTS.

Changelog:

  • Bundle sample projects in the repository. (and also attached to this release)
  • Switch to GmxGen for sample projects. (bless YellowAfterlife)
  • Added libmulti_mouse_get_x and libmulti_mouse_get_y to get mouse coordinates.
  • Added libmulti_set_window_style and libmulti_get_window_style to change window styles at runtime.
  • Added libmulti_set_min_width, libmulti_set_min_height, libmulti_set_max_width, libmulti_set_max_height, libmulti_set_min_size. libmulti_set_max_size, libmulti_get_min_width, libmulti_get_min_height, libmulti_get_max_width, libmulti_get_max_height functions to manage the minimal and maximum allowed sizes of the window at runtime.
  • Some hacky GM8.1 support (not in the compiled builds yet, needs a rewrite tbh). You should seriously consider switching to Studio anyway.
  • Functions to set the window icon are planned, but are not implemented yet. Once I figure it out I'll make a 1.3 release.

How to use

  • GM:S 1.4 users: Import the libmulti.gmz project and look at the sample object.
  • GMS 2.2.5 users: Import the libmulti.gms2.yyz project and look at the sample object.
  • GMS 2.3.1+ users: Import the libmulti.gms23.yyz project and look at the sample object.

How to integrate into your own game

This implies you've already imported and tinkered with the sample project. (oh and also read the docs a bit)

  • Load your game project.
  • Right click at Extensions then click Add Existing
  • Then in the opened up file dialog, navigate to the extensions folder in the sample libmulti project
  • And then choose the libmulti.extension.gmx file if you're using GM:S 1.4 or the libmulti.yy file if you use GMS 2+.
  • A new extension called libmulti should be added, then you're good to go!

Hybrid release.

07 May 17:11
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This is a universal release for both GM:S 1.4 and GMS 2.3.
GMS 2.2.5 users, simply import the GM:S 1.4 project, it will work just fine with absolutely no changes.

Documentation: https://github.com/nkrapivin/libmulti/wiki

64 is twice as bigger than 32.

07 May 16:38
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The same as 1.0.0 except it works with the x64 Windows Runtime.

This project is designed for GMS 2.3.2 ONLY.

First Release

07 May 15:17
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Documentation here: https://github.com/nkrapivin/libmulti/wiki

The project can be imported into GMS 2 and 2.3 just fine.

Keep in mind that 2.3.1+ changed the signature for the buffer_get_surface function, so you need to adapt it.

Aside from that, have fun.