gml_release_mode(flag);
Argument | Description |
---|---|
flag | Either true to set release mode or false for general development. |
Returns: N/A
When your game is compiled, it also includes certain internal
functions to error check while running. These internal checks cover
many aspects of a games code, including ranges, parameters and some
general aspects of the internal GML compiler and are what spawn the
final error messages in many cases. However this function can be
used to switch these internal checks off (ie: remove them
completely from the compiled game), giving a speed boost to your
final project.
Please note that this means that should you do something in your
game code that is incorrect, the compiled game may simply
crash, or it may experience some very unexpected
behaviour. For example, if a ds_grid is accessed at a
coordinate outside of the defined size, in developer mode you would
get a compiler window error message but the checks in place would
permit the game to continue running. However in release mode these
checks will not be there and so the code could return either a NULL
pointer, or a bad pointer which in turn will point to some random
memory. So at best you could get the wrong data returned, or at
worst you could overwrite something in memory - data, graphics, or
even code itself.
gml_release_mode(true);
The above example code will set the game to use release mode when compiled.