GameMaker Studio Ultimate 2022.8.1.36 Crack & Serial Key Free Download

GameMaker Studio Ultimate 2022.8.1.36 License Key & Patch Free Download

GameMaker Studio Ultimate Crack & Serial Key {Updated} Free Download

GameMaker Studio Ultimate 2022.8.1.36 Crack is the latest and greatest GameMaker incarnation that has everything you need to take your ideas from concept to finished game. With no barriers to entry and with powerful features, GameMaker Studio Ultimate Full Version is the ultimate 2D development environment!

GameMaker Studio Ultimate 2022.8.1.36 License Key has made everything possible to simplify the development process and provide you with all the resources you need to get started, which means there is no limit to what you can achieve.

Making game development accessible to everyone means removing barriers to getting started. By using the intuitive “Drag and Drop” development environment, you can have your game up and running in minutes without having to write any code! GameMaker Studio Ultimate 2022.8.1.36 Patch has a built-in language (GML) that will help you learn to program while you study and not dive into deep coding.

It took a lot of money to make a game that looked good and was now obsolete. GameMaker Studio Ultimate 2022.8.1.36 Serial Key lets you implement AAA gaming features hassle-free. Bring your game to life with 2D physics, build a thriving player base with cross-platform network play, and create stunning visual effects using shaders.

GameMaker Studio Ultimate 2022.8.1.36 Key Features:

Multiplatform Workflow:

Using GameMaker Studio 2’s unique development workflow allows you to export games directly to Windows desktop, Mac OS X, Ubuntu, Android, iOS, tvOS, FireTV, Android TV, Microsoft UWP, HTML5, PlayStation 4, and Xbox One.

  • Skinning: Customize your development environment by choosing from its predefined skins or creating your own.
  • Docking: Organize your workspace by linking tool windows where you want them.
  • Object Editor: Thanks to its unique structure and workflow, managing your in-game items has never been easier.
  • Script Editor: With tabs and the ability to split the editor, you can work with multiple files without having a window for each file.

Drag and Drop:

Use its intuitive drag-and-drop (DnD) system to start your game development journey. Learning how to make games is easier than ever.

  • Superior Workflow: Drag and drop like never before, create the game you want without ever writing any code.
  • Library: Choose what you need from its extensive library of events and actions to sculpt the game you want.
  • Code Preview: Learn to code by looking at the code behind its DnD actions and taking your game to the next level.
  • GameMaker Language: Based on the C programming language, GML gives you all the power of other programming languages ​​while being easy to learn.

Room Editor:

The GameMaker Room is where everything happens in your game. With Layers, Inheritance, Mosaic Brushes, and more, GameMaker’s Room Editor is better than ever.

  • Layers: Take control of how objects are ordered in your room and draw sprites directly without the need for objects.
  • Tile Brushes: Make it easy to rehearse by making a bunch of tiles and drawing them right around the room.
  • Inheritance: Quickly add variety to your project by sharing the same code and resources.

Image Editor:

A completely reworked and complete new image editor gives you the tools you need to create the assets you want for your games.

  • Brush-Based Editing: Simply and efficiently create a brush from any part of your image with its amazing new editor.
  • Animation Support: Bring your sprites to life with just one touch of movement and take your game to the next level.


Its new and powerful tile editor gives you an easy way to add tons of content to your levels quickly and efficiently.

  • Tileset Animations: Liven up your levels with a little animation without sacrificing performance.
  • Brushes: Improve your workflow by creating commonly used tile palettes.
  • Auto Tiling: Automatically selects the correct thumbnail for the job and doesn’t have to worry about what happens again.


Bring your game to life and add realistic movement using built-in support for the industry-recognized Box2D physics engine or Google’s LiquidFun particle physics engine.

  • GoTo Finder: GoTo Finder lets you instantly search, find, and open any resource in your project.
  • Chain View: Easily navigate between resources without losing sight of your location.
  • Git Integration: Record and back up your project history from anywhere in the world with Git integration.
  • Debugger: Save time and effort with the advanced debugger.


With support for powerful 2D animation software, Esoteric Software brings your game to life with integrated animation.

  • In-App Purchases: Free games can earn you money. GameMaker Studio Ultimate 2022.8.1.36 Keygen offers support for advertising and in-app purchases that allows you to monetize your game without having to charge additional fees.
  • Push Notifications: Send updates and notifications directly to your players using GameMaker’s support for push notifications.
  • Sound Mixer: Give gamers the best possible experience by immersing them in high-quality sound.
  • Networking: GameMaker Studio Ultimate 2022.8.1.36 Activator allows you to structure your game to run on a client/server model, handling all network management in the background while allowing you to focus on the game itself.


Fully integrated cross-platform shader support allows full access to low-level shaders while letting GameMaker do the heavy lifting. The built-in editor has been extended to have color syntax highlighting and “IntelliSense” for shaders, which makes creation easier.

  • Extensions: Extend the power of GameMaker by including third-party libraries and SDKs.
  • Marketplace: One-stop shop for developers to access all of the amazing game creation resources created by members of the GameMaker community.

What’s new in GameMaker Studio Ultimate 2022.8.1.36?

(Released on 07-09-2022)

Removed Some Legacy Platforms/Architectures:

  • Some lesser-used or largely redundant versions of the targets have now been removed, so we can focus support on the current tools instead. These are:
    • Android x86 32bit architecture (x86_64 is still there, so you can still use 64bit emulators).
    • UWP target has been removed entirely, as the Windows store has accepted native packages for a while and the GDK extension can be used to implement current versions of Microsoft’s social functionality.
    • Windows x86 (32bit support) architecture has been removed from Game Options, so now only 64bit executables are available.
    • Xbox One Legacy (XDK) target has been removed entirely, as GDK has been available for a while.

Resource Refactor and Project Saving Changes:

  • This release introduces a big clean-up to how assets are handled, which should have a very minor impact on how you work, but will make future releases far more stable.
  • Fixed a very important project-saving bug where if a script’s source file had become locked (e.g., by an external process such as source control or Dropbox/GDrive/OneDrive, etc.) and therefore wasn’t able to be read, then it was possible that Feather would incorrectly cause some other assets to be lost (typically Scripts, but not limited to this).
  • Project loading will now also merge duplicate folders whenever they are detected in a .yyp file – so if you had a project which for some reason had gained duplicate folders in the Asset Browser, you should now find that simply opening the project in this version will clean that up (if you know that you have a project in this state it’s worth creating a backup before you open it so that if you do have any issues, you can send us the original version for investigation).
  • Creating a new event in the Object Editor will now trigger an immediate save of your project, as this fixes multiple issues with source control status, but also when discarding other unsaved changes on closing GameMaker.
  • Case-insensitive file names are back – please be aware of this if you are moving projects between OS installations that use different naming conventions (or when committing into Git source-control repos).
  • Fixed some memory management around loading assets, which will stop potential leaks and also fixes an issue with breakpoints failing to stay on the correct line in Object events if you later add other lines higher up in your code.
  • For each of the above points there may be minor changes to the file formatting/contents of some resources, so please be aware of this the next time you’re committing to source control and if you see some unexpected changes.

Project Format Changes for Tile Layers in Rooms:

  • We have introduced a new, much faster method for storing tile data in your rooms and passing this information into your builds – games that are using tile maps extensively in their designs may see a reduction in the size of the disk of their projects, as well as a reduced load time.
  • This change also fixes a long-time compiler issue where projects containing rooms with lots of tile slots could see a pause on the line “Found Project Format 2” in their output log.
  • However, this new format is not compatible with older IDEs/runtimes and so accordingly we have introduced a new safeguard in this version, should you attempt to open a project in an older IDE again.
  • On opening the project in any version newer than 2022.6 GameMaker will raise the project version automatically to 1.6.
  • The next time a room containing a tile layer is edited in the newer IDE, this will potentially upgrade all the tile data and save it in a “TileCompressedData” variable in the room’s own .yyp file – at this point, this project cannot be loaded into previous IDEs as it won’t understand its tile layer information. (Any game built by the 2022.8 or later IDEs, but using a runtime from 2022.6 or older will also lack all this tile layer’s content, so please be careful using older runtimes.).
  • Please note if the room wouldn’t benefit from the compression, GameMaker will continue to store the data in the old-style “TileSerialiseData” variable – this is the same format as before and previous IDEs can open it if you need to; however, you will need to follow the steps in our FAQ for opening “too new” projects in older IDEs.

More Effect Layer Types:

  • New filters have been added for Contrast, Fractal Noise, Gradient, Colour LUT (“Look-Up Table”), and Twist Blur.
  • See the manual for more info and give them a try in the room editor to determine if they would be a good fit for your projects.

Additional Rollback Multiplayer Functionality and Visual Editor Fixes:

  • New functions and a new Rollback event have been added for providing chat functionality to your players.
  • New Visual nodes have been added for the above, plus we added an optional “layer” field onto the Rollback Define Player node.
  • Toolbox icons have been also updated to the proper images for all the existing rollback nodes.

Added Opera GX Game Options SSO Account Label:

  • In previous releases, there was no indication/error given if a game registration failed because you were actually logged in as a different SSO account in your browser to the one you had logged into GM with.
  • Now, Game Options always tells you which account GameMaker will use to register/upload your games to (or if you’re not actually logged in yet), so you can more easily see when there is an upload fail due to a simple account mismatch.
  • Note: if you do happen to use multiple Opera accounts, then you should continue to make sure your web browser is signed-in to the one you need before doing any uploads.

Feather Functionality/Fixes:

  • Naming Rules now have a new value of “Unconstrained”, which you can set to tell Feather to allow any naming convention when dealing with certain aspects of your code.
  • Added a new Preference for whether you want relaxed or strict type-checking (previous versions were “strict”, 2022.8 defaults to “relaxed” now).
  • Also added a new Preference for controlling the amount of warnings Feather will show you in the code editor. You can now select between varying levels in the dropdown, which progressively enable more of the current warnings: “None” (which is compile errors only), “Syntax Errors” (which is syntax errors and compile errors),”Type Errors” (which adds variable type enforcement warnings), and “All” (everything Feather offers).
  • Feather now does its parsing work on a separate application thread, so projects will load more quickly and should no longer cause “stalls”/”freezes” as you edit your projects or when renaming any scripts which contain functions referenced in multiple places elsewhere in your code – this last scenario will also no longer trigger an unwanted File Watcher dialog.
  • Fixed very poor general/overall IDE performance when thousands of Lint Messages are discovered.
  • Fixed some general performance issues with parsing scripts that contain a lot of JSDoc comments.
  • Syntax highlighting for tooltips now matches the colors/styling of the code editor
  • You should also now find documents are fully code-colored much more quickly after opening.
  • Added an option to prefer multi-line or single-line JSDoc style during generation.
  • Added support for sorting by Code/Message/Resource column values into the Messages window.
  • There are also a lot of other Feather fixes lower down in the release notes, so please do review them also.

Additional Extension Options Functionality:

  • Added Combobox gadget support into the extension options editor and also the ability to mark settings as hidden to the “user-facing” options panel on the main Extension Editor window.
  • Added support for native-language Android and iOS extensions to access extension options values.
  • Added a button for reverting each “user value” on the main Extension Editor window to the default values provided in the Extension Options window.

Misc Important Changes to be Aware of:

  • As you may have noticed already, the New Version popup now contains a “Don’t ask me again” option – this will hide the popup until the next version is released.
  • Sound assets with invalid or non-existent underlying files were previously still included in game builds, but this of course would cause issues in-game if you tried modifying them later, so now you will be asked to fix all problem sounds before the build will succeed – again, to be clear, those sounds would not have worked correctly in-game in previous releases and our only change here is that you were not told this.
  • Similar to the above, the Room Editor “Stripes Background”, “Vignette” and “LUT Colour Grading” filters will all now warn you during builds if your chosen sprite has not been marked in the Sprite Editor as being on a texture page by itself, and will expect you to fix this also – again, to be clear, this setting not being ticked caused various issues when drawing the filters in-game in previous releases, so now we are simply better communicating that the checkbox always needed to be set.
  • Added support for Android’s “ProGuard” minifying and shrinking options, both of which can be used to reduce your game’s output package size and therefore the amount of data new players need to download when installing your game. You can now enable these settings in Game Options if you wish (they both default to off) and the corresponding steps will then be performed during your builds. Note that you cannot enable “shrinkResources” without also having “minifyEnabled” enabled, as the Android tools do not allow that (minify on its own is allowed). We also added $YYAndroidProguard as a tag so that your extensions can inject into the file.
  • Made a fix where GM could crash when adding multiple files at once to the Included Files “Datafiles” directory outside GameMaker, but please note that the fix for this one means empty folders will no longer be shown in the Included Files editor window – they are still on disk just fine, but they won’t appear until you actually add some files into them.
  • Fixed that duplicating a layer in the Room Editor did not preserve all of its instances’ creation code on the new layer you made and so you had to copy the code manually later – now, all the code is copied for you, as you would expect.
  • The font used for Chinese in the Mac IDE has now been subtly changed, as the one we used to is no longer included by Apple in recent macOS versions. This could cause a number of issues when trying to draw font characters in various places within GameMaker.
  • When building projects, all .zip output packages have been changed to be encoded as UTF-8, which stops issues when non-ASCII characters have been typed in Included Files folder names (files inside that folder would then fail to be found in-game).

Other Bugs Fixed:

  • Asset Browser: You are now able to delete multiple Tags at once in Quick Access.
  • Building Projects: The compiler should now be much faster and no longer stay on “Found Project Format 2” lines in the Output Windows for any projects containing lots of tile slots in rooms [see the tile-encoding change mentioned higher up].
  • Building Projects: Fixed an issue where converting SWF files could fail with “Attempted to divide by 0” when trying to build project SaveNow.
  • Building Projects: No longer creates an empty Pre-Create event/file for any objects that don’t actually need them [saves filesize and also in-game memory].
  • Building Projects: Extension Options values are now expanded correctly before Android/iOS/tvOS code injection.
  • Building Projects: Game Options > Windows values are now passed into NSIS builds correctly, so .exes will show the correct copyright, etc. information in Windows’ properties dialogs.
  • Building Projects: Removed all “hobby license” functionality and splash screens from the runtimes.
  • Building Projects: Sound assets with invalid or non-existent underlying files are no longer embedded in the game, and will error instead [see the longer explanation higher up].
  • Building Projects: Switch builds again contain the IDE version number in their metadata (only 2022.6 lacked this).
  • Building Projects: Texture pages are no longer rewritten every run, causing long build times (they were in 2022.6).
  • Building Projects: [Android] Deploying to an emulator at the end of a build when using recent Android SDK versions no longer results in a “no device connected” error.
  • Building Projects: [Android] Projects are now able to clean their cache successfully whenever any path names are > 260 chars.
  • Building Projects: [HTML5] Global-scope macros which call in-built variables no longer cause a build error.
  • Building Projects: [HTML5] index.html is no longer included twice in the output package if a custom .html has been selected in Game Options.
  • Building Projects: [Mac IDE] Building archives for iOS and tvOS now automatically open Xcode Organiser when the build has succeeded.
  • Building Projects: [Mac IDE] HTML5 and Android targets now automatically open Finder when the build has succeeded.
  • Building Projects: [macOS] Fixed an issue where some special characters (such as apostrophes and brackets) were not escaped properly and so caused builds to fail.
  • Building Projects: [Mac IDE] macOS YYC builds will no longer incorrectly claim success for the run part when targeting a different CPU architecture to the local machine [the build itself should work fine, but as you’re using the wrong CPU it’s correct that the run part will always fail to launch the game].
  • Building Projects: [OperaGX] Now correctly disables the Create Exe button immediately after starting a build, stopping it is possible to have multiple builds/uploads running (which could also cause a GM crash if too many started at once).
  • Building Projects: [Ubuntu YYC] The appimage is now correctly unpacked when the game is run from the IDE, which stops extensions from failing to find files.
  • Building Projects: [Ubuntu] Now able to build projects successfully when targeting a 22.04 LTS machine, as the “Permission denied (publickey)” 22.04 gave has now been fixed [20.04 LTS remains our suggested dev platform for now anyway].
  • Building Projects: [Windows] Fixed that builds could fail with a “startIndex cannot be larger than length of string” error if Windows is set to certain non-English language and region formatting styles combinations.
  • Building Projects: [Xbox GDK] Added a new Preference for whether to always deploy the package after doing a Create Exe.
  • Building Projects: [Xbox GDK] Fixed that canceling a build manually did not always immediately re-enable the Create Exe button.
  • Building Projects: [YYC] Fixed that builds failed when defining a new function and giving it args for its parent constructor and a “new” constructor for a related child.
  • Building Projects: [YYC] Fixed that builds failed when struct member names are strings containing spaces.
  • Building Projects: [tvOS] Fixed that builds that trigger the “Persistent Storage” dialog would continue to fill your ui.log with silent and redundant errors until GM is next closed by you.
  • Building Projects: Fixed that calling gml_pragma(“PNGCrush”); did nothing in the recent GM versions since we re-introduced PNG outputs.
  • Code Editor (Visual): Fixed that the node for “If Key Pressed (Rollback)” converted to Code didn’t do anything, because it never had code beyond creating and setting a temp variable to hold the key input state.
  • Code Editor (Visual): Rollback node icons no longer all use the one “dice” image [see the Rollback section higher up for more].
  • Code Editor (Visual): Typing “x” and “y” in an instance’s creation code editor will no longer also modify its Flip X/Y values in the room.
  • Note that there were actually several ways in which Room Editor commands could be accidentally triggered when typing in GML Visual editors which were open over the top of the room, and the fix above should resolve all of them.
  • Code Editor (Visual): Using arrow keys whilst typing a comment incorrectly no longer switches the focus to a different node, will instead just move the caret as you would expect.
  • Code Editor: Footer no longer shows red after updating to a new GM version if a code editor was already open in your 2022.3 project layout.
  • Code Editor: Rollback variables “player_id” and “player_local” are now coloured as built-in variables.
  • Code Editor: Tab names now have the correct letter casing, rather than always only lowercase letters.
  • Code Editor: [Windows IDE] Win+V dialog now pastes successfully from the clipboard.
  • Code Editor: network_send_raw(), skeleton_animation_set() and skeleton_animation_set_ext() all now correctly have their final argument marked as optional in autocomplete.
  • Config Editor: No longer possible to open multiple editors at once, which could lead to incorrect values being saved in previous releases.
  • Debugger: Now displays the actual instance IDs and object type rather than raw references which were harder to understand what they meant.
  • Debugger: GM no longer hangs when debugging instance_create_layer() due to the new “ref” type in 2022.6 / Debugger: GM no longer hangs when debugging projects which attempt to work with the new “ref” type in 2022.6.
  • Debugger: Originating code is now shown correctly when hitting a breakpoint located on a line that has } at the end.
  • Debugger: Fixed that sometimes the play button was not re-enabled after hitting a breakpoint.
  • Debugger: [Mac IDE] Maximised windows restored from a layout file are now correctly sized as soon as they appear (so they no longer have to animate as it resizes to fix).
  • Device Manager: [Mac IDE] Ubuntu hostname values are now automatically trimmed of any accidental whitespace at either end of the string, which stops the “Hostname not valid” error when testing the connection to your newly-added device.
  • Device Manager: [Mac IDE] “Launch Simulator” for iOS and tvOS now launches the correct matching simulator every time, rather than just asking Xcode to launch the last simulator used and therefore possibly being the wrong one for the platform being built that time.
  • Device Manager: [Switch] Fixed that “Test Connection” for a blank hostname always claimed it was successful because GameMaker attempted a check for USB-only EDEVs, but that check itself also required a fix – now, the field is blank and no EDEV can be found on a USB port, then you get to be the expected fail result.
  • Docs Integration: F1/MMB on a function name again opens the correct page (rather than just opening the manual’s home page as it did in 2022.6.1).
  • Feather: “delete” now correctly flags GM1052 when called on constructor functions created by “new”, which helps prevent unexpected in-game code errors.
  • Feather: “id” in-built variable is no longer treated as read-only when assigned to inside structs (e.g. “ = 1;”), which leads to incorrect GM1008 and GM1052 errors being raised in previous versions.
  • Feather: “player_id” and all other rollback multiplayer variables no longer cause unexpected Error GM1013 messages.
  • Feather: “with” loops can now recognize arbitrary expressions.
  • Feather: Adding an array into a map no longer shows an incorrect error (“The type ‘Array’ appears where the type ‘Id.DsMap’ is expected”).
  • Feather: Anonymous functions declared in another function’s parameter initialization are now found correctly whenever referenced elsewhere in your code.
  • Feather: Autocomplete is now much better at showing all matching results when typing a partial word if that term also comes after a special character in the result name (e.g., “lis” in “ds_list_create” would not work in previous releases) – note, however, that Feather is cleverer than the old Syntax Errors and so may legitimately/deliberately not show you as many results, but this is because it has ignored unwanted matches.
  • Feather: Autocompletion windows no longer disappear/flicker when typing long identifiers near the end of a file.
  • Feather: Comparing “shader_current” to -1 is now correctly allowed.
  • Feather: Console functions now all have the correct documentation and types in their tooltips and should be handled correctly.
  • Feather: Enum types as specified in JSDoc for parameters are now always respected thereafter, as Feather now assumes you know best – so do bear this in mind if you have accidentally typed the wrong value in your JSDoc!
  • Feather: Expressions using accessors no longer give unexpected type errors which read as if the accessor was not being used.
  • Feather: Fixed the drawing of function tooltips to now support any multi-line content which is defined in the JSDoc.
  • Feather: GM no longer crashes when showing tooltip or auto-complete for expressions that contain recursive macros.
  • Feather: Fixed inconsistencies in variable resolution between auto-complete, tooltips, and Find All References.
  • Feather: Fixed a crash in auto-complete and tooltips when resolving dot references from struct accessors into non-structs.
  • Feather: GM no longer crashes with the “Non-Collection type cannot have element type” error when enabling Feather in the “Test1” project.
  • Feather: GM no longer hangs for a second after every code edit in some projects/on some machines.
  • Feather: GM no longer goes unstable when typing a dot after the square brackets of an array.
  • Feather: Fixed that GM1059 being raised against a function declaration line also blocked the parsing of that function’s body, which stopped you from seeing other errors/warnings in that code.
  • Feather: GM1061 (“index might be out of range”) has now been removed as it was found to frequently give false positives, which stopped it from being useful in many situations.
  • Feather: GM2043 is now correctly raised if an out-of-scope local variable is assigned to a new declaration of the same name.
  • Feather: Helper popups should now never cover the line of code the caret is on.
  • Feather: If the JSDoc sets “@returns Any”, that function’s “return” command no longer always shows a warning about its type not being correct.
  • Feather: Immediate dot access of a newly-defined struct literal no longer shows an unexpected Error GM1012 message.
  • Feather: Macro errors GM1038 and GM1051 are now always shown when the project’s code causes them.
  • Feather: Fixed that macros were incorrectly marked as recursive in some cases, showing an unexpected GM1100 message.
  • Feather: Fixed that macros that define functions could result in failure to discover those functions when later used elsewhere in your code.
  • Feather: Fixed that per-Config macros did not rewrite correctly.
  • Feather: Fixed that the Messages panel highlight/selection could become offset from the mouse cursor when scrolling through lots of messages.
  • Feather: Fixed multiple issues with interpreting arrays or structs created from passing an array into “new”, such as that a Collection Type’s Element Type was not promoted for arithmetic and binary infix operators.
  • Feather: Fixed that valid syntax in the format new (function () constructor { … })() or new array[i]() were both incorrectly marked as an error.
  • Feather: Nullish operator Suggestion GM2061 is no longer shown when the code already has an “else” branch [fixes an issue where the Quick Fix action would incorrectly remove that “else” block in previous releases].
  • Feather: Fixed that the output log could fill up with “Unable to find function ‘ent_player_Event_Create$$anon_function …’, which should exist!” lines.
  • Feather: Fixed that pre-increment operators following a semicolon were incorrectly parsed as if “;++”.
  • Feather: Fixed various issues with using Quick Fix to perform JSDoc generation: mangling of pre-existing comment style; missing out tabs/spaces; omitting to precede and trailing comments or whitespace; omitting pre-existing @ignore, @deprecated, and @context attributes; mangling union types; that it occasionally resulted in unexpected “function not found” errors; and that it was not available for anonymous functions assigned to variables or struct literal members.
  • Feather: Fixed that JSDoc generation also did not correctly reparse all affected scripts after a change.
  • Feather: Removed JSDoc generation support for a global-scope script’s return statement, as this is deprecated functionality (if you want this, instead declare a function inside that script).
  • Feather: Fixed that Quick Fix occasionally did nothing when you asked it to work on static variable declarations.
  • Feather: Fixed that performing multiple Quick Fixes in a row followed by one Undo via control/command+z would undo all/several of those Quick Fixes rather than only the last one
  • Feather: Fixed that Quick Fix suggestions did not appear inside function bodies.
  • Feather: Fixed that reassigning a macro to be an anonymous function created by “new” resulted in type-inference breaking.
  • Feather: Fixed that recommended names for assets did not always match the custom values set in Preferences for casing if a default prefix/suffix was set also [now, whatever you type in will always be used in the suggestion – regardless of whether or not your text matches the casing rule you selected].
  • Feather: Fixed that rendering tooltips of enums with a lot of members did not fit into the IDE window – now only shows a maximum number at once.
  • Feather: The “Syntax Errors” window which appears when Feather is disabled is now docked correctly, rather than floating in the center of your workspace.
  • Feather: Tooltips now display even when hovering over dereferenced variables of type “Any”.
  • Feather: Tooltips now display even when hovering over code inside deeply-nested functions.
  • Feather: Tooltips for global variables now always display the “global.” Prefix.
  • Feather: Fixed an unexpected “Error Rewriting” for GM2001 messages when nested parentheses are used in your code.
  • Feather: Fixed an unexpected Error GM1013 when using a function declared inside another function.
  • Feather: Fixed that unmatched curly braces did not raise any error messages.
  • Feather: Using a valid accessor on read-only variables no longer raises incorrect errors GM2016, GM1008, or GM1031.
  • Feather: Fixed that skipping arguments with commas did not report Error GM1005 correctly.
  • Feather: Fixed that comparisons of Constant.* to Any* correctly inferred the type but still incorrectly warned of type promotion.
  • Feather: arg[0]() is no longer incorrectly treated inside functions as type “Function” instead of “Array”.
  • Feather: argument[i] is no longer incorrectly treated inside functions as “Real” rather than “Array”.
  • Feather: gamepad_get_device_count() description now shows more content from the manual and so is far more useful.
  • Feather: http_request() is now correctly treated as accepting Id.Buffer or Real types, stops incorrect Error GM1041 messages.
  • Feather: instance_activate_object() is now correctly treated as accepting Id.Instance types, stops incorrect Warning GM1044 messages.
  • Feather: instance_deactivate_object(objectName) no longer gives an unexpected Warning GM1044.
  • Feather: layer_enable_fx() second argument is no longer incorrectly always treated as “undefined”.
  • Feather: network_destroy() is now correctly treated as accepting Id.Socket types, stop incorrect Error GM1041 messages.
  • Feather: script_exists() no longer always shows incorrect Warning GM1029 messages.
  • Feather: sprite_index and mask_index are now correctly treated as accepting -1 as a valid assignment.
  • Feather: time_source_get_state() no longer shows an incorrect and incomplete warning message about an unexpected Type of promotion.
  • File Watcher: [Mac IDE] Now ignores any *.DS_Store files which appear in the same location on disk, so will no longer add them into the project .yyp or include them in .yyz archives.
  • GXC Integration: GM no longer silently fails to register a new game on if the browser account currently signed into differs from the account in use inside GameMaker [see the Game Options mention of this change higher up].
  • GXC Integration: Game uploads no longer fail if the Game Options “Game Name” value contains an underscore or certain other special characters (however, there are still some character rules your names must follow, so you will now also get a message whenever your desired game name is not compliant).
  • Game Options: [Opera GX] “Internal Share Url” button no longer returns an incorrect URL which gives a 404 error.
  • Game Options: [Opera GX] “Register” button is now disabled whilst the “invalid character” warning is displayed [see two lines up].
  • Game Options: [Opera GX] Deleted games no longer show in your Game List [note if GM is showing the list at the same time as you delete the game on the website, then you will of course need to trigger a refresh of the list before the game will disappear].
  • Game Options: [Opera GX] Now also validates the desired group name is suitable with the website before attempting to register a new game.
  • Game Options: [PS5] Removed redundant options which are not actually used during builds (for the most part because they always came from your external game metadata files anyway) – Version number, Package ID, NPTitleID, NPTitleSecret, Share Param File, Pronunciation File, and Pronunciation Sig..
  • Go To: Fixed that GM could crash when using the search assets functionality if the expected results failed to appear and so you repeatedly reopened Go To and performed the search again in an attempt to refresh the list [Note that you will now get a warning message if GM thinks there are any missing results – please send us your ui.log, the project itself, and a mention of what your search term was in a bug report if you see this new warning].
  • Included Files: Fixed that references to deleted files were sometimes not removed from the project .yyp correctly, which could then prevent building some YYC targets until you cleaned the .yyp file of the stale info yourself.
  • Inspector: [Animation Curve] You are now able to paste a copied curve, as a blank row has now been added at the end of the list and will accept the paste operation.
  • Inspector: [Font] Fixed that the panel turned blank after regenerating a font texture whilst all glyphs were selected
  • Inspector: [Instances] Added a highlight on the canvas in Room/Sequence editors for the instance being inspected.
  • Laptop Mode: Fixed that Left Alt/Option key could still always be used to create assets rather than being reserved for its Laptop Mode operation.
  • Localization: References to “Drag and Drop” (rather than “GML Visual”) have been fixed in all remaining strings which used the old name.
  • Localization: Updated a number of IDE translations to account for changes in 2022.6 and 2022.8 [we are aware some still need fixing in the next release].
  • Marketplace Integration: [Light skin] Asset Import dialog text no longer turns invisible when an item is selected.
  • Object Editor: [Light skin] Sprite previews are no longer just a black square, they will show the correct preview.
  • Preferences: Changed Feather’s “Enabled” setting to be called “Enable Feather” so it can be found more easily when searching.
  • Preferences: Fixed that if you were using the Chinese language option for IDE Language, then certain fonts (such as JetBrains) use a substitute font for their Chinese glyphs, but that other font was not refreshed when the “parent” font was selected, which resulted in missing characters inside various parts of GameMaker.
  • Preferences: [SP] Fixed a typo in “Reglas” on Feather’s Naming Rules section title.
  • Project Import: [Mac IDE] Now able to import GM 2.2.5-and-older projects again [the change to .NET usage in 2022.6.0 had temporarily broken this].
  • Project Load: GM no longer crashes when reopening a project after resizing any font in that project which lacks the standard chars the IDE expects [GM now calculates the initial size much more accurately for fonts that lack these standard characters and will also resize the texture page correctly when you increase the font’s point size].
  • Project Load: GM no longer hangs when loading a project if the project folder contains a folder named “.git”.
  • Project Load: [Mac IDE] Can now open projects direct from Finder via their .yyp file / Project Load: [Mac IDE] Right-clicking .yyp files and “open with” again correctly shows the Import dialog, rather than just sitting on the Start Page [the change to .NET usage in 2022.6.0 had temporarily broken these].
  • Project Save: GM no longer hangs for some users when renaming a script (stops unexpected File Watcher dialogs also).
  • Redefine Keys: “Show code snippets” has been restored, so you can now redefine this if you want.
  • Redefine keys: Fixed that some commands did not appear in the list until you were actively working on a loaded project, so (e.g.) if you were on the Start Page you could not see them – now, all commands are always available once GameMaker has started.
  • Room Editor: Filter settings common to both “Boxes” and “Stripes Background” no longer use different labels and ranges from each other.
  • Room Editor: GM no longer crashes when using a certain size of monitors/resolutions and opening any room creation code editors whilst the currently-selected layer is a filter layer.
  • Room Editor: Related to the above, GM no longer crashes when previewing any filter layer and then scrolling the room editor so much that the room goes off-screen.
  • Room Editor: Renamed all filter layer settings which had the naming convention of “Rgb1/2/3” to now specify which one of R, G, or B that setting actually affects.
  • Room Editor: Windblown Particle Effect settings are now localized correctly.
  • Room Editor: [SP] Status bar text for path layer mouse controls is now localized correctly.
  • Sequence Editor: Removed a redundant “Asset Track” variable from sequence instances.
  • Sprite Editor: GM no longer crashes due to a large memory usage spike when adding text to a large image (e.g., larger than 1080p).
  • Startup: Fixed that some users were unable to download runtimes due to the error “System.IO.IOException: The response ended prematurely…” [this was written into the ui.log only].
  • Startup: [Mac IDE] GM no longer crashes on launch if the IDE language value is set to “Simplified Chinese” [see the mention higher up that the default font has now been changed].
  • Time Sources: Added a simpler one-line alternative to the current creates/start/destroy functions.
  • Timeline Editor: Duplicated moments are now correctly parsed by Feather after they have been created.
  • UI/UX: Collapsed “Output Window” panels opened by an existing project layout now always immediately show their contents when expanded [you no longer have to manually trigger them to appear (e.g.) by resizing the dock].
  • UI/UX: Fixed that various places in Preferences and Game Options still referred to “DND” rather than the correct newer name “GML Visual”.
  • UI/UX: [Mac IDE] Fixed that you could not open several context menus inside editors if the “IDE Language” Preference is set to “Simplified Chinese” [see the mention higher up that the default font has now been changed].
  • UI/UX: [Mac IDE] Dock icon’s “Quit” option now actually closes GameMaker.
  • UI/UX: [Mac IDE] Laptop status is no longer always set to false, so Macbooks will now always use the expected hotkeys.
  • UI/UX: [Mac IDE] Menubar’s “Minimise” command is now re-enabled correctly after you later maximize/restore the IDE again.
  • UI/UX: [Mac IDE] Touchpad scrolling again longer uses the OS’s “inertia” value [the change to .NET usage in 2022.6.0 had temporarily broken this].
  • Workspaces: [Vulkan] Performance no longer drops after dragging a workspace out to be a new child window multiple times and all whilst a room editor is open.

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