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Messages - egofree

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241
Developing ENIGMA / Re: New properties in egm files
« on: August 25, 2014, 02:36:21 pm »
Also, I was looking through the code, and I saw that we do have a RoomEefWriter/Reader (as an alternative to the RoomGmDataWriter/Reader), it's just not hooked in because it was experimantal. Again, the intent is to eventually switch to something like that, so if you want, go ahead and thoroughly review that code to make sure it doesn't have any logic errors, and feel free to switch over to it and try it out.

Yes, i saw these files, and i was wondering what was the use. Sorry but i don't intend to try them now. I am sure that it would need a lot of testing. I spent already a lot of time on the new properties and my goal is to finish this task correctly as soon as possible. (At first i thought also that it would need only a few days, but as usual in programming, there is almost never easy tasks :P  ;) ) So i hope my quick fix is still ok. Of course if someone would like to propose and IMPLEMENT a new and better solution, i am open.  :) 

242
Developing ENIGMA / Re: New properties in egm files
« on: August 25, 2014, 10:23:03 am »
IsmAvatar:
Thanks for your feedback. So the egm format needs a lot of refactoring, but this is not my goal right now, i just want to add a few properties. :) Therefore, i think my quick fix is acceptable for the moment : with a few lines of code, it will allow the user to import old egm files.

Quote
If there was a global version number for the EGM, it should be in the manifest file, and would virtually never changes since the EGM format is designed to be as modular and final as possible

But this doesn't seem the case at the moment : actual data are saved sequentially in binary format, without any description. Concerning the manifest file, my understanding is that it's linked to a jar file, and the egm format is currently not a jar file (even if a jar file is also a zipped archive).

243
Developing ENIGMA / Re: New properties in egm files
« on: August 24, 2014, 01:58:27 pm »
How about a crazier idea and splitting the format in two, since nobody seems to think LGM deserves incremental version numbers  :D

As we are speaking of adding only a few variables, it seems to me a little bit overkill !  :D

I propose this : let's add a 'version.txt' file inside the egm file, which will contain the version number. (An Egm file is a zipped archive). When reading the file we would test the version number :

Code: [Select]
for (int j = 0; j < noinstances; j++)
  {
  Instance inst = rm.addInstance();
  inst.setPosition(new Point(in.read4(),in.read4()));
 
  // Read new properties
  if (version ==1.1)
    inst.setScale(new Point2D.Double(in.readD(),in.readD()));
           .....

I know it seems perhaps a 'quick and dirty' solution, but we are speaking only about adding a few variables and to my knowledge we rarely have to change the data structure. If one day we would have to change a lot of things, a whole new class could be added to read the new version. Another solution would be to change the structure of the egm format, and add for example metada, but as egm format has been made to be as quick as possible, i don't think it would fit the bill. (c.f http://enigma-dev.org/docs/Wiki/EGM)
For writing, i propose not to test the version. This means we would have always the new properties and the user should always use the latest version of Enigma/LateralGm. But as we have speaking of a free and open-source software, this should not be a problem. And again, we are not changing often the data structure.

244
Developing ENIGMA / New properties in egm files
« on: August 24, 2014, 06:13:49 am »
As new instance's properties (scale, rotation, color blending) are supported now in the rooms editor, we should add them in egm files too. The problem is that instances data are stored in binary format and sequentially in a file with the rmg extension. This means that currently we have no way of knowing if we are reading an old or new version of egm with these properties. The only solution i see is to add versioning in egm format. What do you think ?

245
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 23, 2014, 02:55:28 pm »
I've finished the work on LateralGM and the modifications for the new properties are now in the repository : https://github.com/IsmAvatar/LateralGM/pull/138

In order to integrate the new properties in Enigma, the following tasks must be finished in the LateralGm plugin :  changing the new instance's properties (image_xscale,image_yscale,image_alpha,image_angle) in the new property : pre_creation_code. Also these properties must be supported when reading and writing egm files. But anyway i consider the work to be finished in LateralGM, and there is not much remaining work to be finished. About 90% of the work is already done.

246
Off-Topic / Re: Share Your Music
« on: August 21, 2014, 02:23:38 am »
ego waffle, I would've done rated E for everyone but they didn't have that option. I changed it to 12+ since you are so concerned. :P

I was just joking !  ::) ;)

247
Off-Topic / Re: Share Your Music
« on: August 20, 2014, 07:09:26 am »
I'm selling my music on the GameMaker Marketplace now, since I'm too scared to do it anywhere else, I feel like such an amateur musician.

https://marketplace.yoyogames.com/assets/525/tkg-horror-music-album-1

In the description of the song, it is written : 'Age rating: 4+'. I am not sure that a 'horror music album' is suited for a child of 4 years old !  :D

248
Issues Help Desk / Re: Saving gmx files
« on: August 20, 2014, 02:40:44 am »
What about selecting the current version of the opened project by default?

The problem is : if you open a gmk file, and then you want to save as a gmx file. It will display the version of the gmk file, but then you have to choose manually the version of the gmx file, or it will not work. This is not intuitive, as you don't know what version corresponds to what format. It would be much better, when you select the gmx format in the drop down list, to display only the available versions for this format. In general, let's display only the versions of the selected format.

249
Issues Help Desk / Re: Saving gmx files
« on: August 20, 2014, 02:13:38 am »
I suppose that is pretty unintuitive. Did you just want it renamed to GMX, or did you have something else in mind?

I think the user should see only the possible versions for the current format, or at least the others options should be disabled.

250
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 19, 2014, 10:53:13 am »
The reading of GMX files with the new properties is implemented. I created a project in GM Studio :



And then i open it in LateralGm:


251
Issues Help Desk / Saving gmx files
« on: August 19, 2014, 03:04:47 am »
If you open a gmk file, and you want to save the project as a gmx file, you've to specify on the right panel version '1200', otherwise it will never save the project as a gmx file but as a gmk file. This is not user friendly. I think we should change this behavior.

252
Programming Help / Re: Color values in GM
« on: August 18, 2014, 04:02:14 pm »
little O/T but,
Actually the latest release version is Version 1.4.1398 :D time to update :)

It must be a beta version, because it didn't propose me to update my version and i am not registered to the beta channel. I am using the steam version which is always checking the installed version.

253
Programming Help / Re: Color values in GM (Solved)
« on: August 18, 2014, 01:49:41 pm »
I've found the real problem : in order to do my tests, i was using the site http://www.binaryhexconverter.com/decimal-to-binary-converter, to convert decimals to binaries. By default they are displaying signed binaries, but i need to display unsigned decimal ! (c.f http://www.binaryconvert.com/convert_unsigned_int.html).  ;D :D

254
Programming Help / Re: Color values in GM
« on: August 18, 2014, 01:41:22 pm »

Here is one that would be good for LGM:
Quote
Selecting an object instance in the creation order list for the room editor will "move camera" to instance location.

Very practical for large rooms.

It's OT, but it seems that you are outdated. :) I've already implemented this in LateralGm several weeks ago ! :

Quote
When the user clicks on an instance or a tile, a border is displayed around it. Settings have been added for customizing this border. Also, when a instance or a tile is selected in the list, it will be displayed centered in the room viewport.

https://github.com/IsmAvatar/LateralGM/pull/135

Time to update your version of LateralGM.  :D

255
Programming Help / Re: Color values in GM
« on: August 18, 2014, 04:13:10 am »
I did new tests today with version 1.3.1386, and it seems now that the color values are saved in ARGB values !  :o  ??? GM Studio had a new release several days ago and i think they changed the way they save color values. (Or i was not correctly testing before ? I doubt it). This is good news. But it means also that with older versions of GM studio we could have problems, but it doesn't seem to me a big issue : GM Studio has an automatic updating process, and everybody should have the latest version.

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