This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 »
151
Third Party / Re: DnD to GML utility
« on: September 29, 2017, 02:19:10 am »
Very much agreed, much in the same way that building a GUI application in Swing is not the same as tailoring it, for example, specifically to Windows by building it with native Win32.
152
Programming Help / Re: GTK WIDGETS
« on: September 29, 2017, 02:12:23 am »
Sorry about that, we're trying to fix up our Travis Continuous Integration 100% so that it will actually tell us when a pull request on GitHub breaks the engine:
https://github.com/enigma-dev/enigma-dev/pull/1077
I've actually made a number of changes to the GTK system that should improve how it finds the headers on Linux. You should probably take a look at that which is going to be merged tomorrow.
What platform are you trying to use gtk from? This should fix Linux, but for Windows, you'll want to download the GTK headers manually and then stick them in:
Edit: Oh sorry, I didn't know you were asking about the GUI extension, TheExDeus wrote that and it may only work if you change the graphics system to OpenGL 3.3, I'm not exactly sure as I never tested it myself.
https://github.com/enigma-dev/enigma-dev/pull/1077
I've actually made a number of changes to the GTK system that should improve how it finds the headers on Linux. You should probably take a look at that which is going to be merged tomorrow.
What platform are you trying to use gtk from? This should fix Linux, but for Windows, you'll want to download the GTK headers manually and then stick them in:
Code: [Select]
ENIGMA\enigma-dev\ENIGMAsystem\Additional\i686-w64-mingw32\include
Edit: Oh sorry, I didn't know you were asking about the GUI extension, TheExDeus wrote that and it may only work if you change the graphics system to OpenGL 3.3, I'm not exactly sure as I never tested it myself.
153
Programming Help / Re: GTK WIDGETS
« on: September 25, 2017, 12:31:46 pm »
You would need to use your package manager to get the gtk headers. But it's not really worth it at this point because I couldn't even get it to build. The whole GTK thing needs rewritten.
154
Third Party / Re: DnD to GML utility
« on: September 24, 2017, 01:12:11 pm »
Yes, absolutely, just to clarify I meant doing it for one single action is useless. It's more useful with bulk actions. But I also concur with the rest of you, D&D really didn't teach me anything. I went almost straight to learning how to code back in GM6/7 days. One thing I've stated before that many people seem to agree with is the lack of keyboard accessibility for D&D. I would find D&D more useful if I could start typing the actions name instead of having to dig for it from a panel. It may sound like it defeats the purpose of D&D, but it really doesn't, it's complementary. The advantage of having a checkbox or other GUI element to set a variable is it decreases the chances of you making typos like "faalse" or "tre" when you mean false/true.
155
Third Party / Re: DnD to GML utility
« on: September 21, 2017, 07:05:12 pm »
I had considered putting this functionality into ActionMaker, but decided against it because I felt that it was pretty useless for just a single action. It's really a very distinct use case from creating the libraries themselves. I also wanted to add this to LateralGM at some point, since the code is actually already there in the ENIGMA plugin, but never got around to it.
156
Off-Topic / Re: Developing Games
« on: September 20, 2017, 12:59:49 pm »Quote from: HitCoder
I've heard that iOS and Mac OS are the same OSThey are in the same sense that Ubuntu and Arch are the same OS. They use the same kernel (which is what Linux is) that is based on Mach which was itself developed at Carnegie Mellon University.
https://en.wikipedia.org/wiki/Mach_(kernel%29
Quote from: hpg678
most successful way to make moneyYes, basically what I was trying to convey.
I am getting sick of using these abominations of shells though like cygwin, msys, git bash for windows, command prompt, and powershell are all terrible. This is one of the biggest pains of developing on and for Windows. It's part of the reason why Linux people have so much better success installing ENIGMA.
Take this issue I had to fix earlier while writing a Python server script:
https://stackoverflow.com/questions/32597209/python-not-working-in-the-command-line-of-git-bash
Quote from: hpg678
flooding the Windows marketYou know, that's an interesting perspective, I never would have considered the over-saturation of software on Windows to be a potentially bad thing, but you may be right.
157
Off-Topic / Re: Developing Games
« on: September 19, 2017, 02:26:12 pm »
For me, it's honestly Windows and HTML5. It makes sense why YoYoGames focused on those platforms first because it's where everybody is mostly at. That may someday change, but until then it's only practical. I love open source and Linux too, it's really great at a lot of things, but Windows has its clear advantages.
If there wasn't something like GameMaker, I would honestly probably just write HTML5 games manually without any toolkit. Heck they run everywhere and I am skilled enough to produce most of the games I would be interested in making, the desktop provides nothing special. JavaScript is also dynamically typed with many features similar, and better in some cases, to GML.
If there wasn't something like GameMaker, I would honestly probably just write HTML5 games manually without any toolkit. Heck they run everywhere and I am skilled enough to produce most of the games I would be interested in making, the desktop provides nothing special. JavaScript is also dynamically typed with many features similar, and better in some cases, to GML.
158
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 16, 2017, 04:26:04 pm »
Yes, the multi-textured terrain I started:
http://enigma-dev.org/forums/index.php?topic=1495.0
Look at TheExDeus's though, his is probably more correct than mine. What I am working on will be related to improving the shaders approach in ENIGMA, so I must focus on that.
http://enigma-dev.org/forums/index.php?topic=1495.0
Look at TheExDeus's though, his is probably more correct than mine. What I am working on will be related to improving the shaders approach in ENIGMA, so I must focus on that.
159
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 15, 2017, 12:34:49 pm »
Yes, but I think you have it backwards, this post over on the OpenGL forums suggests that in and out actually replace varying, meaning varying is the one that's deprecated:
https://www.opengl.org/discussion_boards/showthread.php/174424-varying-in-out
The Wiki also says varying is removed:
https://www.khronos.org/opengl/wiki/Type_Qualifier_(GLSL)#Removed_qualifiers
Forgive me, it's been a while since I've worked with GLSL, been doing a lot of UI and higher-level things lately.
https://www.opengl.org/discussion_boards/showthread.php/174424-varying-in-out
The Wiki also says varying is removed:
https://www.khronos.org/opengl/wiki/Type_Qualifier_(GLSL)#Removed_qualifiers
Forgive me, it's been a while since I've worked with GLSL, been doing a lot of UI and higher-level things lately.
160
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 14, 2017, 02:15:08 pm »
No you can use shaders in OpenGL1, just not all kinds of shaders and not all shader functions. Well technically you can use them and they won't fail on your computer because I don't think we are setting the context to actually use a specific core, but it will just fail if you release the game and somebody else's computer only supports OpenGL1. You probably don't need to worry about that though because Windows XP is almost dead (hard to kill, but it's almost there). SFML or SDL or something (I forget) is only OpenGL2 but it still has vertex and fragment shaders too.
https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)#OpenGL_and_GLSL_versions
https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)#OpenGL_and_GLSL_versions
161
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: September 14, 2017, 02:00:23 pm »
This is definitely a bug, the question is what part.
So the way this works is the lgmplugin that plugs ENIGMA into LateralGM converts all your actions to GML code before sending it to ENIGMA. ENIGMA then converts the GML over to C++.
https://github.com/enigma-dev/lgmplugin/blob/master/org/enigma/EnigmaWriter.java#L1189
Judging by the output in C:\ProgramData\ENIGMA\Preprocessor_Environment_Editable\IDE_EDIT_objectfunctionality.h the bug appears to be in the plugin, because there should actually be a with(-1) meaning self around the action_move_to.
This is a new issue that I am surprised wasn't reported before, either way I've filed a bug on the lgmplugin:
https://github.com/enigma-dev/lgmplugin/issues/54
Not sure when it may be fixed, busy working on sumptin' TOP secret so you won't have to worry about this problem ever again.
So the way this works is the lgmplugin that plugs ENIGMA into LateralGM converts all your actions to GML code before sending it to ENIGMA. ENIGMA then converts the GML over to C++.
https://github.com/enigma-dev/lgmplugin/blob/master/org/enigma/EnigmaWriter.java#L1189
Judging by the output in C:\ProgramData\ENIGMA\Preprocessor_Environment_Editable\IDE_EDIT_objectfunctionality.h the bug appears to be in the plugin, because there should actually be a with(-1) meaning self around the action_move_to.
Code: (cpp) [Select]
variant enigma::OBJ_object_Arrow::myevent_step()
{
{ if (timeline_running && timeline_speed!=0) advance_curr_timeline(); }
with((0))
if(action_if_variable(enigma::varaccess_Jump(int(self)), 1, 0))
{
argument_relative = 0;
action_move_to(enigma::glaccess(int(object_Ball))-> x + 5, enigma::glaccess(int(object_Ball))-> y - 20);
}
with((0))
if(action_if_variable(enigma::varaccess_Jump(int(self)), 0, 0))
{
argument_relative = 0;
action_move_to(100, 100);
}
;
return 0;
}
This is a new issue that I am surprised wasn't reported before, either way I've filed a bug on the lgmplugin:
https://github.com/enigma-dev/lgmplugin/issues/54
Not sure when it may be fixed, busy working on sumptin' TOP secret so you won't have to worry about this problem ever again.
162
Graphics and Video / Re: Enigma-related artwork
« on: September 11, 2017, 01:28:38 pm »
Go back to the main page and press CTRL+F5 to do a cacheless refresh.
And don't worry about tiling it really, once you see it on the Wiki it looks great.
And don't worry about tiling it really, once you see it on the Wiki it looks great.
163
Graphics and Video / Re: Enigma-related artwork
« on: September 11, 2017, 11:36:10 am »
This is what I meant by making it repeating, take a look at the old bg image for the Wiki main page:
And thanks yeah that looks great, I just tested it out on the Wiki and it does look pretty sweet:
http://enigma-dev.org/docs/Wiki/Main_Page
What do you guys think?
And thanks yeah that looks great, I just tested it out on the Wiki and it does look pretty sweet:
http://enigma-dev.org/docs/Wiki/Main_Page
What do you guys think?
164
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« on: September 11, 2017, 11:28:46 am »
Videos are welcome too, I haven't really created a particular place for them on the Wiki though, but under Tutorials should be fine. And yeah sorry about that HitCoder, the "Documentation" page does include the part about being able to export pages, but I know that's not very user friendly. I will try to get this issue addressed at a later date after some other things. There are some more pressing things than our whole website right now since the completion of ActionMaker.
YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program. Ideally what I'd like is a bot that goes through our wiki and compiles it as a chm for download about once a week or manually when we tell it to.
One of these is what we probably need:
https://www.mediawiki.org/wiki/Publishing_from_MediaWiki#Extensions_to_help_with_exporting_data
YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program. Ideally what I'd like is a bot that goes through our wiki and compiles it as a chm for download about once a week or manually when we tell it to.
One of these is what we probably need:
https://www.mediawiki.org/wiki/Publishing_from_MediaWiki#Extensions_to_help_with_exporting_data
165
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: September 11, 2017, 11:22:47 am »
Nice work HitCoder, it seems you may have found an actual bug in the with() construct.
There was a case of with() smashing that was causing a memory leak in ENIGMA for a while, but Josh patched that.
https://github.com/enigma-dev/enigma-dev/pull/999
It's possible his changes introduced this regression however, so you could try reverting his changes and see if it occurs.
There was a case of with() smashing that was causing a memory leak in ENIGMA for a while, but Josh patched that.
https://github.com/enigma-dev/enigma-dev/pull/999
It's possible his changes introduced this regression however, so you could try reverting his changes and see if it occurs.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 »