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436
Issues Help Desk / Restore window size doesn't work with DirectX9
« on: May 28, 2014, 05:22:21 am »
Hello,
Under DirectX9, if you minimize a windows and restore it to the default size, all objects disappears.
Under DirectX9, if you minimize a windows and restore it to the default size, all objects disappears.
437
Issues Help Desk / Re: Problems with multiple views
« on: May 26, 2014, 02:39:13 pm »Aren't you supposed to use glFinish(); before Swapbuffers ?
In the examples i've found on internet, it didn't seem mandatory. But anyway the problem is that i don't know how to include the Swapbuffers method. With the latest glew version, you've the Swapbuffers defined in glxew.h and wglew.h headers, which are platform specific extensions, but we don't have these files in ENIGMA,.
438
Issues Help Desk / Re: Problems with multiple views
« on: May 26, 2014, 02:05:01 pm »Probably something to do with not flipping the backbuffer, most likely an easy fix.
I know nothing about OpenGl, but anyway i tried to investigate the problem.
I read that when you are using multiple viewports with OpenGL, you should use the instruction SwapBuffers(). So i tried in the GL3screen.cpp file, to add this method in the screen_redraw() function :Code: [Select]
for (view_current = 0; view_current < 8; view_current++)
{
...
screen_set_viewport(view_xport[vc], view_yport[vc], view_wport[vc], view_hport[vc]);
clear_view(view_xview[vc], view_yview[vc], view_wview[vc], view_hview[vc], view_angle[vc], background_showcolor && draw_backs);
...
SwapBuffers();
}
I try to use this method, but i've a message which declares it's not available. ('SwapBuffers' was not declared in this scope). I know it's a noob question, but if someone can help, i will appreciate.
Edit : it seems SwapBuffers is not included in glew.h, but it's available in glew.c, so i tried to include this file also, but it was a mistake as ENIGMA is stuck when compiling the sources. (c.f glew manual : 'The simpler but less flexible way is to include glew.h and glew.c into your project')
439
Issues Help Desk / Re: instance_deactivate_region crashes the application
« on: May 26, 2014, 06:07:43 am »
Thanks Robert. I feel now i've only problems with these functions and my game would be almost 100 % functional with ENIGMA !
I am excited !
I am excited !
440
Issues Help Desk / Re: instance_deactivate_region crashes the application
« on: May 26, 2014, 05:45:47 am »Is inheritance involved?
No, i don't think so. Here is a test project :
https://dl.dropboxusercontent.com/u/29802501/test_instance_deactivate.egm
As you can see, there is only one object type. This problem occurs only in the 'creation code' of a room.
441
Issues Help Desk / instance_deactivate_region crashes the application
« on: May 26, 2014, 02:39:25 am »
Hello,
If you try to use instance_deactivate_region inside the creation code of a room :
or instance_deactivate_all :
The application crashes. In these examples, the option is set to preserve the calling instance.
If you try to use instance_deactivate_region inside the creation code of a room :
Code: [Select]
instance_deactivate_region(0,0,100,100,true,true);or instance_deactivate_all :
Code: [Select]
instance_deactivate_all(true);The application crashes. In these examples, the option is set to preserve the calling instance.
442
Issues Help Desk / Re: draw_sprite doesn't take in account the visible property
« on: May 22, 2014, 02:30:43 am »
Thanks for your help Robert. Unfortunately, nothing is displayed in my game now ! 
Even in the title screen, you don't see anymore the title, and in the game itself, except for the HUD, nothing is displayed.
Here is a test project, with a room with some letters displayed. As you can see, nothing is displayed:
https://dl.dropboxusercontent.com/u/29802501/test.egm
I tested the project with Open GL 1.1, 3,0, and DirectX 9.0 under windows 8.1. Same result for all API, except that OpenGl 3.0 doesn't compile anymore:
Edit : if you take my test_draw_sprite.egm project, and remove in the creation code of the room the visible = false line , then the objects of the room are displayed. But if you remove the draw event of the obj_0, then nothing is displayed. It seems that nothing is displayed, except if you have a draw event.

Even in the title screen, you don't see anymore the title, and in the game itself, except for the HUD, nothing is displayed.
Here is a test project, with a room with some letters displayed. As you can see, nothing is displayed:
https://dl.dropboxusercontent.com/u/29802501/test.egm
I tested the project with Open GL 1.1, 3,0, and DirectX 9.0 under windows 8.1. Same result for all API, except that OpenGl 3.0 doesn't compile anymore:
Quote
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Widget_Systems/Win32/
g++ -I../Additional/i686-w64-mingw32/include -Wall -s -O3 -fno-rtti -fno-exceptions -DPATH_EXT_SET -IPlatforms/Win32/Info -IGraphics_Systems/OpenGL3/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/Win32/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/OpenGL3/GL3screen.o Graphics_Systems/OpenGL3/GL3screen.cpp
Graphics_Systems/OpenGL3/GL3screen.cpp:281:7: error: stray '`' in program
`enigma::instance_event_iterator->inst->myevent_drawgui();
^
In file included from Graphics_Systems/OpenGL3/GL3screen.cpp:27:0:
./Bridges/General/GL3Context.h: In member function 'void ContextManager::BeginShapesBatching(int)':
./Bridges/General/GL3Context.h:90:87: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
} else if (texId != shapes_d3d_texture || (d3d_model_get_stride(shapes_d3d_model) != last_stride && last_stride != -1)) {
^
mingw32-make.exe[1]: Leaving directory `D:/Temp/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe: *** [Game] Error 2
Edit : if you take my test_draw_sprite.egm project, and remove in the creation code of the room the visible = false line , then the objects of the room are displayed. But if you remove the draw event of the obj_0, then nothing is displayed. It seems that nothing is displayed, except if you have a draw event.
443
General ENIGMA / Re: Inheritance Fixes
« on: May 20, 2014, 05:22:20 am »
I've found another problem. I've two objects : obj_0, obj_1 which inherit from object obj_parent. If i deactivate the parent :
All objects are correctly deactivated. But then if i want to activate again objects :
nothing happens. If i activate a child directly, it's ok.
Here is a test project:
https://dl.dropboxusercontent.com/u/29802501/test_inheritance.egm
I've put the following code in the 'creation code' event of the room:
Code: [Select]
instance_deactivate_object(obj_parent);All objects are correctly deactivated. But then if i want to activate again objects :
Code: [Select]
instance_activate_object(obj_parent);nothing happens. If i activate a child directly, it's ok.
Here is a test project:
https://dl.dropboxusercontent.com/u/29802501/test_inheritance.egm
I've put the following code in the 'creation code' event of the room:
Code: [Select]
instance_deactivate_object(obj_parent);
instance_activate_object(obj_parent);
444
Issues Help Desk / draw_sprite doesn't take in account the visible property
« on: May 20, 2014, 03:00:15 am »
Hello,
I've an object with a draw event, where i've the following code :
Now if i try to set the object property to false :
The object is still visible. This is not the case in GM. If i remove the draw event, then the object is now invisible.
Here is a sample test project:
https://dl.dropboxusercontent.com/u/29802501/test_draw_sprite.egm
In the creation code of the room, i try to hide the objects, but as you can see it doesn't work.
I've an object with a draw event, where i've the following code :
Code: [Select]
draw_sprite(sprite_index, -1, x, y);Now if i try to set the object property to false :
Code: [Select]
with (obj_0)
{
visible = false;
}The object is still visible. This is not the case in GM. If i remove the draw event, then the object is now invisible.
Here is a sample test project:
https://dl.dropboxusercontent.com/u/29802501/test_draw_sprite.egm
In the creation code of the room, i try to hide the objects, but as you can see it doesn't work.
445
General ENIGMA / Re: Inheritance Fixes
« on: May 19, 2014, 11:57:25 am »
In my game, i've keys objects which inherit from a parent object : obj_key. In obj_key, i've a collision event with the player, where i use the following method to deactivate the current key:
In GM, it deactivates the current key, but in ENIGMA, it deactivate all keys ! Is this normal ?
Code: [Select]
instance_deactivate_object(self);In GM, it deactivates the current key, but in ENIGMA, it deactivate all keys ! Is this normal ?
446
Issues Help Desk / draw_rectangle_color is not working correctly
« on: May 19, 2014, 06:10:00 am »
I want to display a health bar with the draw_rectangle_color method. The health bar should be red on the left and blue on the right. I've used the following method:
Here is the result on GM :

and with ENIGMA:

The specs of this method are the same on ENIGMA and GM:
http://docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing%20basic%20forms/draw_rectangle_color.html
http://enigma-dev.org/docs/Wiki/Draw_rectangle_color
As you can see, colors are not correct. Of course i can change easily my method, but i wanted just to report the bug.
Code: [Select]
draw_rectangle_color(char_width * 6, view_yview[1] + char_width * 2, char_width * 38, view_yview[1] + char_width * 3, c_red, blue, blue, c_red, false);Here is the result on GM :

and with ENIGMA:

The specs of this method are the same on ENIGMA and GM:
http://docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing%20basic%20forms/draw_rectangle_color.html
http://enigma-dev.org/docs/Wiki/Draw_rectangle_color
As you can see, colors are not correct. Of course i can change easily my method, but i wanted just to report the bug.
447
Issues Help Desk / Problems with multiple views
« on: May 19, 2014, 04:19:04 am »
Hello,
It is not possible to have multiple views visible at the same time : i've a room and i want to display two different views of this room. So far i didn't succeed to implement this in ENIGMA. In GM i've no problems. Any help is welcome.
Here is a simple test project :
https://dl.dropboxusercontent.com/u/29802501/test_view.egm
There is a room (640*960), with two views : view0 displays the upper part of the room and view1 the bottom, but we see only view1.
Update: i did more tests and i've found that this problem occurs only with OpenGL (1.1 and 3), with DirectX 9.0 it's ok !
It is not possible to have multiple views visible at the same time : i've a room and i want to display two different views of this room. So far i didn't succeed to implement this in ENIGMA. In GM i've no problems. Any help is welcome.
Here is a simple test project :
https://dl.dropboxusercontent.com/u/29802501/test_view.egm
There is a room (640*960), with two views : view0 displays the upper part of the room and view1 the bottom, but we see only view1.
Update: i did more tests and i've found that this problem occurs only with OpenGL (1.1 and 3), with DirectX 9.0 it's ok !
448
Programming Help / Re: Enumerations are not working
« on: May 17, 2014, 03:59:57 pm »Those aren't supported in the current EDL spec. They are planned for the future.
Ok, but in this case, they should removed from the wiki ! :
http://enigma-dev.org/docs/Wiki/ENIGMA:Specification#Enumerations
449
Issues Help Desk / Re: A few things (mostly variables)
« on: May 06, 2014, 11:37:41 am »Although then I started getting into the controls "global var KeyPressed[KEY_CONSTANT]=0;" and this had compiling errors.
Is there a way to have an array as a global variable?
Yes, but you have to take in account this :
- Global variables should be declared in objects or with the dot notation in scripts (e.g. global.variable).
- If you use constants (KEY_CONSTANT), declare them as enum in the Enigma settings -> Definitions.
- For arrays, use always var as the type, or use the dot notation. I don't think strongly typed arrays work in ENIGMA right now.
I've taken in account these constraints, and i've successfully used global arrays in my game.
450
Programming Help / Re: Enumerations are not working
« on: May 06, 2014, 07:32:58 am »
Declarations of enumerations are not working in scripts or objects, but i've found that you can declare them in 'Enigma settings -> Definitions'.