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106
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 08, 2014, 03:39:43 pm »
I think the list in the drop down of 'image effects' should be sorted. In this way, it's more easy to find back an image effect.
107
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 08, 2014, 03:32:31 pm »
First impression for the image effects : it works great !
Small details for the user interface : the drop down which contains the effect name seems to me very large. In the sprite window, next to 'Add effect' button, there are 'undo' and 'redo' buttons. Would it be possible to use these buttons for the image effects ? In the image effect window, there is the close button. I am not sure if it's really necessary, as in general, we can close windows with the mouse.
108
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 08, 2014, 03:23:54 pm »
He Robert, it's really impressive the work you've done, especially the image effects. I will try to test the new features.
109
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 08, 2014, 03:18:24 pm »
6) In the rooms editor, move the tile's layer field above tabs : https://github.com/IsmAvatar/LateralGM/pull/179
110
Proposals / Re: Improving tiles editing
« on: December 08, 2014, 03:05:36 pm »Looks OK to me.
Just curious, any chance we could turn it into a Combo Box with all of the current layers? Or would that be too much work (e.g. no easy way to get all of the layers currently in use without iterating over all the tiles)?
Next step.
111
Proposals / Improving tiles editing
« on: December 08, 2014, 11:57:49 am »
Currently, in the rooms editor when you want to edit a tile in the 'Modify' tab, you have to go to the 'Add' tile and specify the tile's layer with the depth field. If you load for instance a GM project, by default the depth is 100000. If you want to move a tile, first you have to go the add tile and set the depth to 100000. I think this is not intuitive. I propose to move this field and to put it above the tabs. This field is used both in the add and modify tabs. Also when a room is loaded i will test if there are already tiles in the room and put into this field the depth of the first tile.
112
General ENIGMA / Re: Busy busy, like a bee
« on: December 06, 2014, 11:53:23 am »
All the Enigma team is with you. We wish you the best !
113
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 04, 2014, 02:14:38 pm »
As i understand the depth is useful to deal with tiles in the same position, but it should not be mandatory to select a tile. I would suggest that for selecting a tile first we test if there is a tile with the depth of the current layer and if no tiles are found we test if there is a tile regardless of its depth.
114
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 04, 2014, 08:34:18 am »
For the depth, i've found the problem : you can move only tiles which have the same depth as the current layer. The depth of the layer is set in the 'add' tab. This not intuitive and logical for modifying tiles. I will add a depth field in the modify tab. It will be a drop down will all the depths of the tiles in the current room. It is implemented more or less this way in GM Studio.
115
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 04, 2014, 04:56:01 am »
I've fixed the problem with the tile's name. Very easy to fix :
There is still the problem with the depth value.
Code: [Select]
String tileId = Integer.toString((Integer) props.get(PTile.ID));
tileelement.setAttribute("id",tileId);
tileelement.setAttribute("name","inst_" + tileId);There is still the problem with the depth value.
116
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 03, 2014, 08:24:19 am »
TheExdeus:
Try 'Build->Rebuild All', and see if it can fix the problem. I had to re-install ENIGMA and i had similar problems, and it seems 'Rebuild all' command has helped to fix the problem.
Try 'Build->Rebuild All', and see if it can fix the problem. I had to re-install ENIGMA and i had similar problems, and it seems 'Rebuild all' command has helped to fix the problem.
117
Issues Help Desk / Re: EMGfCompiler Problem at first launch...
« on: December 02, 2014, 04:04:43 pm »
Glad to help. Usually you don't have to modify settings.ini. On my computer, i have both Java 64 and 32 bits versions installed, that's why i had to do this.
118
Issues Help Desk / Re: EMGfCompiler Problem at first launch...
« on: December 02, 2014, 03:43:19 pm »
In the enigma folder, you will find settings.ini. In settings.ini, specify the java version you want to use :
idecommand="C:\Program Files (x86)\Java\jre1.8.0_25\bin\java -jar -Xms256m -Xmx1000m"
idecommand="C:\Program Files (x86)\Java\jre1.8.0_25\bin\java -jar -Xms256m -Xmx1000m"
119
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 02, 2014, 03:41:08 pm »
I think i've found also the cause of the second problem. It seems to be related to depth : by default in GM studio the depth of tiles is 1000000. With this value it is not possible to move tiles within Enigma. By default it's zero in Enigma. If you set the tiles depth to zero and you save the project, it is possible again to move tiles.
120
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 02, 2014, 03:23:58 pm »
I think i've found the problem for the exception within GM Studio : the name tag inside the tile element is always inst_ :
In GM Studio it needs the id. You can put the tile's id, and it should be ok :
But that doesn't fix the first problem where it's not possible to move tiles from a GM project.
Quote
<tile bgName="bkg_0" colour="4294967295" depth="0" h="16" id="10000002" locked="0" name="inst_" scaleX="1.0" scaleY="1.0" w="16" x="144" xo="176" y="176" yo="112"/>
In GM Studio it needs the id. You can put the tile's id, and it should be ok :
Quote
name="inst_10000002"
But that doesn't fix the first problem where it's not possible to move tiles from a GM project.