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Off-Topic / Re: GMS 2.0
« Last post by Darkstar2 on March 31, 2017, 11:54:00 PM »
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...

You mean importing from 1.4.  But from what I see in the docs, there IS backgrounds functionality in 2.0.   BTW, the upgrade paths are quite unfair.  What if I have GMS 1.4 Pro HTML5 and the Android module, how would I go about upgrading to GMS 2.0 with HTML5 and Android ? and how much would it cost me to upgrade ?
Off-Topic / Re: GMS 2.0
« Last post by Darkstar2 on March 31, 2017, 11:46:25 PM »
That's what he said, typical ! expect no less from the blokes.  It is their jobs to fuck it all up, now all we need is from some other bloke to tell people to re-write their games from scratch :D  Kinda makes you wonder what the bloody hell they were doing all these fucking years - I thought that Playtec acquiring them and providing them funding would accelerate development and quality, I don't see any of that.  The biggest change is the bloody IDE - the rest is pretty much the same shite.  Nothing drastic really.  and no decent 3D support either, but as long as people are happy and making their games and generating shit loads of money to YYG, all is good. :D  Were they playing with their n0bs and eating bacon strips all this time ? Did they even listen to feedback and suggestions at all ????
Off-Topic / Re: GMS 2.0
« Last post by SaulGoodman on March 29, 2017, 09:37:54 PM »
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.

Except for 3D based games. They totally fucked the matrices behind the scenes. Anything imported now is inverted , reversed, and z depths are totally mangled.

There is a huge list of things that don't work properly now that GMS2 has made it to 'official release'.

My favorite response I saw for one of the major issues was 'we will fix it if there is a demand for it' (Russel Kay).

That's a company that is now based on greed....

(Of course there is a fucking demand for it you idiot!!)
Issues Help Desk / Networking Issue
« Last post by on March 28, 2017, 12:18:01 AM »
I imported a simple working multiplayer game from game maker but receive the following error in enigma. How to resolve in enigma?

error: C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/SHELLmain.o:SHELLmain.cpp:(.text+0x602b): undefined reference to `enigma_user::network_create_server(int, int, int)'
Works in Progress / Bat & Ball: A BREAKOUT game with a difference
« Last post by hpg678 on March 27, 2017, 11:01:16 PM »
I"m creating a Breakout game, trying out the functionality of ENIGMA. I've lately been introduced to ENIGMA but have been using YOYOGames Gamemaker for quite some time, so the transition is not that difficult. I've been eager to create Linux games but did not have the time to learn Python or any of the other programming IDEs. Apart from working and learning GM, it had been very difficult but now I can fully dedicate my energy to creating Linux games and some software.

So far most of the basic commands and functions have worked well into producing a basic game with 3 rooms and 1 power-up as yet. I'm in the process of testing the implementation of SHADERS and SURFACES within the game.

The game is fully functional. I did have a problem using my own custom font as a sprite but I solved it. I had the 'proportional' bit set as true (which had the sprite distorted) and had to set it as false. Now it displays correctly.

I'll send the source code for interested parties to use.

Any questions, just ask and I'll answer them as best as I can.
Tips, Tutorials, Examples / Breakout Tutorial
« Last post by hpg678 on March 17, 2017, 09:04:16 AM »
OpenBreakout is my first work-in-progress/tutorial in creating a "breakout" game. It is simplistic and very easy to follow. It features a Scoring System with the use of 'INI' files to save and retrieve data into your games; a Pause system; creating a custom Particle System with one's own sprite as a reference and creating a custom transition after one have finished a level.





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
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.
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?
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?
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