Recent Posts

Pages: [1] 2 3 ... 10
1
Tips, Tutorials, Examples / Breakout Tutorial
« Last post by hpg678 on March 17, 2017, 09:04:16 AM »
<span style="color: white;" class="bbc_color"></span><br><br>Greetings! I am new to ENIGMA, however I have been using Game-Maker for quite a long time. Though i am by no means an expert, I am well versed in GML having produced a few game myself. i am more of a hobbyist.<br>I've always wanted to develop games for Linux as it is more stable than Windows and less cumbersome so I am more than happy to have been introduced to ENIGMA.<br><br>I have looked at the various examples but found that are hardly any tutorials around. Therefore i am offering my services in this area. My first tutorial is be to create a 2D Breakout game. though it is geared towards newbies, it should also be of interest to experienced programmers as well.<br><br>A YouTube channel will be set up, featuring everything i have just mentioned. I have already created the basics of the game with a scoring system, lives and mouse control. Keyboard control can also be implemented as well. <br><br>Those interested can follow this topic as well as subscribe to the channel. The link will be posted later as i am still in the process of producing the video. <br><br>Here are some screenshots of the game: <br><br><img src="http://i.imgur.com/IJBY6JRh.png"><br><br><br><img src="http://i.imgur.com/lDxjo2ph.png"><br><img src="http://" alt="" class="bbc_img">
2
I'm getting this error when trying to compile:
Code: [Select]
Unknown function or script `variable_local_exists'
Here is the context where this code is run:
Code: [Select]
if not variable_local_exists("leveltime")
    leveltime = 0
if not variable_local_exists("levelmusic")
    levelmusic = 0

I'm running the latest version based on this page, on an Ubuntu 16.04 x64 Virtual Machine.
Inside the script editor, it shows the correct color for variable_local_exists, so I think it's supported.

If you need any more information, please ask.

Edit: According to the wiki, it seems this is deprecated. Sorry for making a thread. Unfortunately, this completely breaks some old code I was trying to run. heh
3
Issues Help Desk / Re: LateralGM don't like me :(
« Last post by Dragonite on March 15, 2017, 11:59:55 AM »
Getting the same problem in Fedora 25. I can't even start the LateralGM with 64-bits Java, and I'm unable to use ENIGMA if I run it with 32-bits Java.
4
Programming Help / Re: Box2D callbacks?
« Last post by faissaloo on March 14, 2017, 09:49:19 AM »
I don't know, but can't you kinda test that yourself and find out?
How can I test something I don't know how to do?
5
Programming Help / Re: Box2D callbacks?
« Last post by time-killer-games on March 12, 2017, 02:00:22 AM »
I don't know, but can't you kinda test that yourself and find out?
6
Programming Help / Box2D callbacks?
« Last post by faissaloo on March 10, 2017, 10:26:59 AM »
Is there a way to have a box2D collision cause code to execute?
7
Off-Topic / Re: GMS 2.0
« Last post by time-killer-games on February 16, 2017, 02:13:27 AM »
Yes, no backgrounds. When you import your 1.4 project into 2.0, it converts all backgrounds into sprites, effectively changing nothing to how the game is supposed to look.
8
Off-Topic / Re: GMS 2.0
« Last post by Lycanphoenix on February 16, 2017, 01:41:28 AM »
I already know how to import stuff into GM:S 1.4, but it doesn't actually make it compatible. For instance, many features built-in to older versions are still relied on. On the YoYo Games forums, it was mentioned that GM:S 2.0 doesn't even support backgrounds! And of course, the only versions of GM:S 2.0 you can get are timed Free Trial of the Beta, missing tons and tons of critical features (including the ability to import things, and whatnot) and the expensive, full version of the Beta. Not good for somebody with an unstable income...

If I'm able to back-port the compatibility scripts into 1.4, then maybe, but to my knowledge all they are actually built for are making GM:S 1.4 projects compatible with GM:S 2.0, not making GM 8.1 projects compatible with GM:S 1.4.
9
Off-Topic / Re: GMS 2.0
« Last post by time-killer-games on February 16, 2017, 12:17:11 AM »
You don't need all that information to make 8.1 projects compatible. All you need to do is import a GMK/GM81 file into either LGM or GameMaker Studio 1.4.x and save it as a GMX probject folder that can be imported into GameMaker Studio 2. In this sense, it's already possible and easy to do. For all functions that were removed, GameMaker Studio 2 creates compatibility scripts for.
10
Off-Topic / Re: GMS 2.0
« Last post by Lycanphoenix on February 15, 2017, 10:53:36 PM »
I have a copy of the GM:S 2.0 free trial right now, maybe I can help you verify, Darkstar?

I'm currently trying to create automated scripts for GM:S 1.4 to enable backwards compatibility with GameMaker 8.0/8.1 projects, but the folks at YoYo don't tell me which functions got replaced with which other functions, or how the new functions work, only which ones got removed period.

If somebody could lend me a hand, I'd be grateful. I plan to redistribute the backwards compatibility kit when it's eventually finished.

I will manage to beat YoYo at their own game, one way or another. It all boils down to a function of time and manpower.
Pages: [1] 2 3 ... 10