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Messages - Goombert

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2926
Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 04, 2013, 06:01:21 PM »
Fear not as I will be making new games automatically generate the old structure, you just wont be restricted to it that is all, and when importing old games it will import them into that directory structure as well. And yes we will support all of the formats, but for saving and loading you can only save as an uncompressed egm or an xml .project. The idea behind this is simple, the IDE is for ENIGMA projects only, but does this mean you can't use your old games? No, you can, you just go to Import/Export where you will see options for importing and exporting compressed egm's, Game Maker files, global backups, and resource files, etc.

This disambiguation is needed in order to make the file structuring more dynamic allowing for us to add new resources like models, polygonal vector shapes, and material surfaces. I will also be including the option for whether project files become compressed inside the executable when compiled. This will also make it easier for end programmers to link share object libraries and use them.

Another thing I should also mention is that the entire layout is customizable, in example, some people like a popout find and replace window, I like it to be docked to the write of code editing, and both options are possible! Even better when you close the IDE it automatically saves your loaded perspective and layout, and reloads it the next time you launch the IDE.

I also have a really awesome plan for implementing Drag & Drop as well. The code editor that wx provides allows controls to be formated inside of it, this will allow me to do Drag & Drop with code folding, and have it formated to the function based version before sending it to the compiler. So from now on, when you decide to edit an event you are shown a code editor which will work with both Drag & Drop and EDL while allowing breakpoint insertion and code folding. This allows more experienced developers like myself to not have to look at the D&D tiles and just use code without it getting in the way, you just dock the D&D panel left of the code editor, ohhh and this will also allow find and replace for D&D code.

2927
Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 04, 2013, 01:15:53 PM »
Really it is just hard to get people to want to maintain a Java based IDE, so creating a project like this will also ensure that it gets maintained in the future. This also makes communication with the compiler much easier as well, LateralGM has to jump through hoops to work ENIGMA, compilation will be much faster as well because it can send all the resources at once instead of one at a time to be compiled. I also just find it hard to multi-task with LGM due to its memory usage, I like to work on several things at once, and LGM is just not good for this. Don't get me wrong it is a great tool and IsmAvatar did a wonderful job on it.

@fervi it really isn't useless if it less restricting of the user, uses a fraction of the memory, is exponentially faster, and will generate more interest than a Java based IDE

@ExDeus Nope, completely wrong. It will support Drag and Drop and everything, the entire IDE is being built around modular components which will stem from a Multiple Document Interface manager, that allows you to dock and layout the controls to your liking. Plus there are just soo many cool things, like not having restriction on project hierarchies, eg. you can place a background, sound, and object all in the same folder.

2928
Announcements / wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 03, 2013, 10:40:16 PM »


This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.

2929
General ENIGMA / Re: The World of Box2D Physics
« on: February 25, 2013, 04:12:16 AM »
I am pretty sure Box2D does maintain a static lib because that is how GM:S redistributes it.

2930
General ENIGMA / Re: The World of Box2D Physics
« on: February 24, 2013, 05:45:22 PM »
@eejin It will be much more dynamic and provide much better functionality than GM does, eg. static bodies, dynamically changing shapes, multiple bodies per fixture, edge shapes, mouse joints, etc. As far as performance I can guarantee it will be much faster than GM because it is actually compiled and will use Box2D's overlapping test system for integrating collision checking instead of patching it together with bounding box or precise collision checking systems. As josh said we are not going to be duct taping this to ENIGMA like they did with Studio.

@ExDeus that depends on your interpretation of softbody but yes Box2D does allow a sort of emulation of softbodies using Joints and triangle strips...
https://www.youtube.com/watch?v=6xZFmbTPVBk

@Josh of course I didn't make a Windows patch A) you didn't tell me to or explain how to either B) im not on windows

2931
General ENIGMA / The World of Box2D Physics
« on: February 24, 2013, 10:44:41 AM »
]

We have a Box physics engine in the works you guys, I'll finish it up when I have more time  (Y)

2932
General ENIGMA / Re: Raspberry Pi
« on: February 12, 2013, 11:17:55 AM »
Yes exactly what daz, said you can find that old news post here http://yoyogames.com/news/65
This is also why I do not expect much to ever change with their IDE as Mike Dailly has shot down requests for things like ribbon toolbars several times. I do not see them caring about Linux much either, no Linux people want their $500 software that comes with loads of proprietary agreements just to install it from all the copyright formats and stuff their using now. Their concern right now is the Xbox360 as Microsoft developers are helping them port it for the Game Marketplace. Edit: And windows store...

2933
General ENIGMA / Raspberry Pi
« on: February 08, 2013, 05:01:40 AM »
In case anyone doesn't know, the Raspberry Pi is a project to create a simple and inexpensive gaming platform for the price of only $100 with the ability to do Quake graphics, and all that hardware accelleration and what not it has.

Anyway, allot of people over the GMC seem to like the idea of having Game Maker available for it, however YYG is completely ignoring the advent of this platform. I was wondering what the community here thinks about porting ENIGMA to Pi? I am not sure what the popularity of the platform is going to grow into or whether it will be just a flop. But nonetheless id like to know what everyone thinks of it.

2934
Proposals / Path Branching API
« on: January 23, 2013, 12:17:06 PM »
The standard path system used in Game Maker & ENIGMA does not allow for path branching. Path branching allows for more complex path systems where when an object following the path from one node to the next, it arrives at the next node being able to branch off heading to multiple other nodes. For instance, imagine a car heading down a street, when the car arrives at the four way intersection it has the possibility of going straight, left, or right, and this is quite complicated using the path system as it currently stands.

This is a set of functions I would like to propose in order to make this possible with ENIGMA without effecting the underlying system.

Code: [Select]
path_add_branch(index of the path, path node from, path node to)
path_insert_branch(index of the path, path node from, path node to, position to insert branch at)
path_set_kind(ind, val) add a new option for value eg. 2 for branched path
path_start_branch(path, speed, endaction, absolute) same parameters as path_start except endaction determines what to do when it reaches the end of the branch
 0 stop, this would allow the programmer to determine through code what to do next
 1 random, select a random node to move to next
 2 start over, go back to the last node and follow the branch again
 3 turn around and head toward the last node (going backwards on the branch)
path_position_branch, builtin variable to get or set the position of the instance along the current branch based off of path_position 0 to 1, 0 being the first node, 1 being the second
path_positionprevious_branch, same thing except get the previous position on the branch

This is not anything final, this obviously needs improvement, and suggestions are welcome.

2935
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:40:40 PM »
Once I have a prototype design up and running you guys would be able to aid me in merging the parser for edl and the compiler then would you not? I would like to get started on designing the interfaces today if I could. Do you guys have like skype or something where we can chat more in real time or something so you can fill me in the rest of the way?

2936
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:36:19 PM »
Also heres my thoughts, GM's primary fan base wants allot of things like dynamic file structures and a less clutered view, so this would be the direction I would take any IDE I program for this, because while they are focusing more on glueing together a broken wheel, we'll have a nice clean bottom up design, look, feel, etc. etc.

2937
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:34:38 PM »
That is beautiful then! So basically all I would need to do is write the different components for the idea and wrap it to the compiler?

2938
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:32:07 PM »
Why could it not just be as simple as an object oriented GML? I think GML is fine the way it is the mix between basic and c is beautiful because even though I always write in C++ style to look more professional I generally prefer Basic because of it's clean and organized look and feel. And since Enigma retains the ability to use both regular c and gml, doesn't that mean the new crossbread language could support data types, classes, etc., etc. ???

2940
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:26:33 PM »
I would love to do it, would it really matter what language the IDE was written in, I would prefer using .net and VB as I am most experienced with that and it would provide the most cross compatibility, I do not think Java was a very smart idea for lateralGM. Where is the IRC btw and I already have Enigma set up from some testing I was doing about a month ago.

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