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91
Finished Games / Re: Key to Success
« Last post by rcobra on May 04, 2017, 10:23:47 AM »
hi, nice game :)

https://www.dropbox.com/s/pd32bfxt2gf8wt1/Key%20to%20Success_linux.7z?dl=0
build Linux Mint 17.3 (x86), in case of problems check run script start-game.sh
92
Finished Games / Re: Key to Success
« Last post by faissaloo on May 04, 2017, 08:37:57 AM »
93
Off-Topic / Re: The little (game) engine that could...
« Last post by time-killer-games on May 04, 2017, 02:32:45 AM »
Well, if I want to make a game using ENIGMA, I just either use GM 8.1, GM4Mac, or GMS 1.4 for the IDE and then import that project into LGM simply for compilation. That's what I did for "Key to Success", and it did pretty well. It's a little extra work to constantly switch between GM and LGM to edit the game and test run, but it can be done, if you happen to own a copy of GM. (of course doing this for Linux builds can be a little annoying because there is no official Linux IDE for GM.
94
Off-Topic / Re: The little (game) engine that could...
« Last post by Darkstar2 on May 04, 2017, 02:15:26 AM »
Darkstar2, this is where we could not be any more distant in how we view these two software products. Both ENIGMA and GMS1 / GMS2 have a lot of bugs, but not enough to stop people from making great games with them. I'll just leave it at that...

And did you really have to quote me (and that huge image)? lol

lol - fixed - removed image.

Yes I know people are still making their games in GMS1 / GMS2, at least they have a working IDE!  With ENIGMA, how the bloody hell can a person make a game when the  IDE is broken (LGM) and crashes. That's the main issue here.  Of course if the wank IDE was functional we could agree that despite the bugs people could also make games.
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Off-Topic / Re: The little (game) engine that could...
« Last post by time-killer-games on May 03, 2017, 07:51:56 PM »
Darkstar2, this is where we could not be any more distant in how we view these two software products. Both ENIGMA and GMS1 / GMS2 have a lot of bugs, but not enough to stop people from making great games with them. I'll just leave it at that...

And did you really have to quote me (and that huge image)? lol
96
Finished Games / Re: Key to Success
« Last post by time-killer-games on May 03, 2017, 05:18:43 PM »
I was able to confirm that the ENIGMA-built Windows executable works on Linux seamlessly using Wine. Of course, I'd prefer for the game to run on Linux natively as a real Linux binary, but I'm just throwing this out there for anyone who might want to play this on Linux, using Wine, just download the ENIGMA-built version.
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Off-Topic / Re: The little (game) engine that could...
« Last post by Darkstar2 on May 03, 2017, 05:12:18 PM »
we could all learn a valuable lesson from this here book:


If you think you can you think you can you think you can fix enigma bugs, you really could!

yeah the engine still needs life in it to fix.  Can't fix a fucked engine, the same way in medicine you cannot revive a DEAD heart (asystole) when there is no residual electrical signal no matter how much you try.  In the case of ENIGMA, it does not need fixing, but the engine needs to be built from scratch. Same applies for Game Maker Studio, they fix things by putting band aid and having their use base do the dirty work whilst charging ridiculous prices and upgrade paths!!!


98
Issues Help Desk / Re: CLI on Ubuntu?
« Last post by time-killer-games on May 03, 2017, 03:16:34 PM »
Seeing as I said this:

Quote
I can't even compile a 1 room empty game...

All you need to do to reproduce this issue, is open ENIGMA/LGM and create a new room, then hit run or build.

It will then crash.

I am using Ubuntu 16.04 LTS via wubi.

I installed ENIGMA, LGM, the plugin, etc. using the shell script you guys provided on the Wiki:

http://enigma-dev.org/docs/Wiki/Install:Linux
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Issues Help Desk / Re: CLI on Ubuntu?
« Last post by Josh @ Dreamland on May 03, 2017, 03:03:38 PM »
As I said oh GitHub, a core dump only does so much for us—it tells us something exploded, and, at best, that the control was in X function when shit hit the fan. What it doesn't tell us is why something exploded. Maybe it's because a sprite was deleted, but code references it (this is a little too simple; we have plenty of code that checks against dumb shit like that).  Maybe it's because the parser wrote string data out of bounds. Maybe it's a bizarre JNA memory sizing nuance. The best way to get a bug fixed is to give us a way to make it happen, every time, at the push of a button. So provide the game that caused it, or if you'd prefer not to, provide a minified test case (the smallest possible game or sequence of actions) that will consistently produce this bug.
100
Finished Games / Re: Key to Success
« Last post by time-killer-games on May 02, 2017, 08:17:11 PM »
By the way, it was really nice to share the source code. That's how we can learn how games are made.

I want to do a similar project. I would like to do a remake of the c64 game 'Wanted: Monty Mole' :

https://www.youtube.com/watch?v=r26norwZ_XI

But this time i will use Unity3d. There is an interesting feature in this game : everytime a new maze is created in the center of the map.

Thanks!

That game looks really cool! (But also really difficult and confusing). I wish you the best of luck on the project! :)
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