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316
Off-Topic / Re: Holes in everything...
« on: July 12, 2014, 02:34:44 am »
For newbies on this forum, perhaps they would be interested to know that we had already a long discussion about this subject (more or less) : http://enigma-dev.org/forums/index.php?topic=1677.0
317
Off-Topic / Re: GM:Studio Standard Now Free
« on: July 08, 2014, 01:59:56 pm »BTW version 1.4 early builds are out.......
and by this time next year people will long have forgotten 1.2, 1.3, 1.4 and moved on to 2.0.
You made a typo :

BTW version 1.4 early builds are out.......
and by this time next year people will long have forgotten 1.2, 1.3, 1.4 and moved on to ENIGMA 2.0.
318
Off-Topic / Re: GM:Studio Standard Now Free
« on: July 08, 2014, 04:17:40 am »Yoyo has removed the resource-limited free version, made Standard free, added a made-with-GM splash screen, and made the Mac export $100 (everyone who previously bought Standard or Pro and thus had the previously-free Mac export still has it).
I just downloaded the free standard of GM Studio (1.3.1347) to do some testing, and when i try load my project :

Removed the resource-limited version ?

319
Tips, Tutorials, Examples / Re: Multitextured Terrain Example
« on: July 07, 2014, 07:23:49 am »We should maybe show it via pop-up or something that GL1 shaders don't work on GL3, GL3 shaders don't work on GL1 and GL shaders in general don't work on DX. Otherwise people will start posting "bug reports" like ego here.
I don't know how shaders work, so perhaps what i will propose is nonsense, but for the functions which set the shaders, instead what about having two different functions for each shader version, or a parameter in the function which specify the shader version ?
320
Tips, Tutorials, Examples / Re: Multitextured Terrain Example
« on: July 07, 2014, 04:27:49 am »
By the way, it's a little bit off topic, but this type of graphics reminds me of the game 'Magic carpet' : http://en.wikipedia.org/wiki/Magic_Carpet_(video_game)
It's was an excellent game. If you don't know try to find it and test it ! But as it it's really old (1994), i guess it needs some dos emulator now. I don't think the default dos support on the current Windows is enough.
Edit:
It can be found on gog : http://www.gog.com/game/magic_carpet
It's was an excellent game. If you don't know try to find it and test it ! But as it it's really old (1994), i guess it needs some dos emulator now. I don't think the default dos support on the current Windows is enough.
Edit:
It can be found on gog : http://www.gog.com/game/magic_carpet
321
Tips, Tutorials, Examples / Re: Multitextured Terrain Example
« on: July 07, 2014, 03:44:02 am »
Looks nice Robert. I tested your example, and here is the result :
On DirectX 9, i've the following error message :
With OpengGl3:

With, OpenGl1, it's ok, except a few glitches with the rivers :

It was tested on a laptop with Windows 8.1 64 bits and Intel HD Graphics 4000.
On DirectX 9, i've the following error message :
Quote
Event[8]: Parsing 1 sub-events:
Check `obj_terrain::draw...Syntax error in object `obj_terrain', Draw event:0:
Line 1, position 12 (absolute 11): Unknown function or script `shader_set'
With OpengGl3:

With, OpenGl1, it's ok, except a few glitches with the rivers :

It was tested on a laptop with Windows 8.1 64 bits and Intel HD Graphics 4000.
323
Proposals / Re: Make the views visible in the rooms editor
« on: July 03, 2014, 01:31:16 pm »
When a view is selected on the left tree, it is now displayed in the center of the window. So if you have a big room, you don't have to scroll all the room to find the view. I decided also to automatically displayed the first view in the center of the window when the view tab is selected. As there is only a few number of views and usually the first one is the most important, it makes sense to me.
324
Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: July 03, 2014, 02:19:12 am »
Another solution would be to load in LateralGm the debug/run/compile buttons disabled by default. If the plugin is loaded, they would be enabled. Of course this solution would be less generic, but i guess it would fix the problem.
325
General ENIGMA / Improving rooms editor
« on: July 02, 2014, 03:23:30 am »
I've added two features in the rooms editor, and they are now available for everyone in the latest executable of the 'Download' section. So if some people want to test these features, they are welcome.
The first is the undo :
The undo is available when the user, with the mouse or with text fields, adds, deletes and moves an object or a tile. The undo does not take into account others properties, like 'instance creation code'. If you modify these properties, you will get only the latest version when using the undo. The undo and redo can be used also with the shortcut keys : ctrl-z for undo and ctrl-y for redo. The limit of the undo history is 100. If a sprite, a background or an object is modified in the left tree, the undo is reset.
I will add settings for the undo in a future release. It will be possible to disable the undo or to change the limit of the undo history.
I've added also a preview of views in the rooms editor, with a black and white boxes. I will add also others features for the preview in a future release. For example, the preview will take into account the 'Object following' option, and it will be possible to use a filled rectangle instead of outlines.
The first is the undo :
The undo is available when the user, with the mouse or with text fields, adds, deletes and moves an object or a tile. The undo does not take into account others properties, like 'instance creation code'. If you modify these properties, you will get only the latest version when using the undo. The undo and redo can be used also with the shortcut keys : ctrl-z for undo and ctrl-y for redo. The limit of the undo history is 100. If a sprite, a background or an object is modified in the left tree, the undo is reset.
I will add settings for the undo in a future release. It will be possible to disable the undo or to change the limit of the undo history.
I've added also a preview of views in the rooms editor, with a black and white boxes. I will add also others features for the preview in a future release. For example, the preview will take into account the 'Object following' option, and it will be possible to use a filled rectangle instead of outlines.
326
Issues Help Desk / Re: Tiles are not imported correctly
« on: July 02, 2014, 02:42:57 am »
FYI, Robert has fixed this issue.
327
Issues Help Desk / Re: Methods setRoomPosition and getRoomPosition need to be updated in the lgm plugin
« on: July 01, 2014, 03:37:21 am »BTW you deserve credit ..
Is it all worth it? :

Quote
Our revels now are ended. These our actors,
As I foretold you, were all spirits and
Are melted into air, into thin air:
And, like the baseless fabric of this vision,
The cloud-capp'd towers, the gorgeous palaces,
The solemn temples, the great globe itself,
Ye all which it inherit, shall dissolve
And, like this insubstantial pageant faded,
Leave not a rack behind. We are such stuff
As dreams are made on, and our little life
Is rounded with a sleep.
328
Proposals / Re: Make the views visible in the rooms editor
« on: July 01, 2014, 02:32:43 am »Let's see what it looks like with inverted blending.
Yes i will try later.
329
Developing ENIGMA / Re: Command Line Interface
« on: July 01, 2014, 02:25:38 am »1) Faster loading times
I've seen that when a project is loaded, there is a lot of events which are fired and i am not sure they are all needed at this time. For example, the updated event in the ResNode is fired each time a resource is added. I wonder if some optimization could be done on this (for example disabling some listeners when loading the project or adding them when the project is loaded) and could help the loading time.
330
Proposals / Re: Make the views visible in the rooms editor
« on: July 01, 2014, 02:16:56 am »What I mean by following, you know when you set the H and V for following, you could set another marker at that position, showing that if the following object hits that boundary the view will scroll, it could be just a tiny marker at H/V position or a dotted line.
I think it's a good idea and i will implement it. I will think also how to implement the 'filled rectangle.' But first i will do the following tasks:
1) Display the view in the correct position if it is following an object.
2) Change the view port when a view is selected.
3) Add the settings for the undo.