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Messages - egofree

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526
Works in Progress / Re: Real Men Wear Pink
« on: July 23, 2013, 01:45:33 pm »
Hello time-killer-games,

Thanks for sharing. The title is original ! :D
I didn't play for a long time, but just one remark :  i have a 'qwertz' keyboard and this means that the 'z' key is next to 't' and not next to 'x'. This means is not easy to run and jump.

527
Off-Topic / The machine that changed the world
« on: July 20, 2013, 08:30:44 am »
A television series divided in five documentaries about the history of computers. It's rather old (1992), but still very interesting. For me it's a tribute to the genius of human mind.

http://www.youtube.com/watch?v=rcR74y61xZk&list=PLB229AACD196FE095

528
Teamwork / Re: Remakes or original content
« on: July 15, 2013, 02:35:02 pm »
FTL: Faster Than Light

Are you talking about the Commodore 64 game ?

529
Issues Help Desk / Re: Wait until an instance is destroyed
« on: July 12, 2013, 05:00:11 am »
As nothing in ENIGMA is actually in parallel then isn't this all sequential ?

Well, in a room, don't we have objects running in parallel (in the step event) ?  Also when i call the instance_create to start the animation, it's like an asynchronous call.

530
Issues Help Desk / Re: Wait until an instance is destroyed
« on: July 11, 2013, 01:40:26 pm »
The animation just seemed to be two rectangles going apart in the middle. It should be trivial to calculate the time needed. Like if the view_height=640 it goes apart with speed of 50, then alarm[0]=ceil(view_height/2/moving_speed)=7. So in 7 steps it will disappear (go out of screen). You can also reverse the calculation just by taking time to do it. Like you want the animation to end in 2 seconds, then alarm[0]=room_speed*2 and moving_speed=view_height/2/(room_speed*2)=5.333 (if room_speed=30).

edit: Here is an example: https://dl.dropboxusercontent.com/u/21117924/Enigma_Examples/reveal_example.gmk

Thanks for the explanation and the link. I guess it's because i am a beginner in games development and i am used to 'sequential programming' that it seemed to me a little awkward that you have to calculate timing if you want to implement sequential actions.
I wonder what you would have to do if for example, you want to do batch rendering of complex images (ray-tracing, fractals, etc) which would take hours ? I guess one answer is that ENIGMA is made for games, not for batch processing !  :D

531
Issues Help Desk / Re: Wait until an instance is destroyed
« on: July 11, 2013, 09:23:48 am »
I would just use alarms.

Yes i was thinking also about using alarms or timelines, but as i understand these functions, the problem is that they are used when you want to start actions in particular moments :

Alarm 0 at time x1 -> Execute action 1
Alarm 1 at time x2 -> Execute action 2
etc ...

But i want just to start an action when the previous one is finished, because i don't know exactly how long it takes each action to finish :

Action 1 finished -> Execute action 2
Action 2 finished -> Execute action 3
etc...

I managed to implement it with timelines, but it's not ideal, as it's not trivial to calculate the time it takes to finish the custom animation i've done with draw_rectangle. And this means every time i modify the animation, i've to recalculate the time it takes.

532
Proposals / Re: Zooming in the sprite editor
« on: July 10, 2013, 05:53:54 am »
You people keep talking about this, I still don't even know how the hell you get the sprite editor ;_;

I think we will wait a loooonnng time to get the proposals implemented.  :o  :D

533
Proposals / Re: Adding a 'Donate' button
« on: July 09, 2013, 08:12:39 am »
In my mind, when you donate, this doesn't mean you are making a contract, with obligations for developers and rights for the 'customer', but it's simply a way to express your gratitude.

534
Issues Help Desk / Re: Wait until an instance is destroyed
« on: July 09, 2013, 07:29:30 am »
I think i found a much cleaner solution. In the step event, the code should be as short as possible. I don't think it's correct to implement a wait in the step event. Instead, it's better in the step event of obj_game_controller to divide the game_state in several sub-states. In the beginning, we want to start the level, so the value of game_state is START_LEVEL. In this state we deactivate all monsters and we start the room transition effect. We set the game_state to DISPLAYING_LEVEL. In the object_start_level, where the transition effect is done, we set the game_state LEVEL_DISPLAYED when the transition is finished. Finally for the game_state LEVEL_DISPLAYED, we display the monsters for the current level and we set the game_state to PLAYING.

Here is an excerpt of the code in obj_game_controller :

Code: [Select]
switch(game_state)
{
    case START_LEVEL :
        instance_deactivate_object(obj_monster);
        game_state = DISPLAYING_LEVEL;
        // Display gradually the room
        instance_create(0, 0, obj_start_level);
        break;
   
    case LEVEL_DISPLAYED:
        // Display the monsters of the current level
        ......
       
        game_state = PLAYING;
       
        break;
    case PLAYING :
      break;
}

535
Issues Help Desk / Re: Problem with instance_activate_object
« on: July 09, 2013, 04:28:52 am »
It won't be long, I promise you.

Great ! Thanks !  (Y)

536
General ENIGMA / Re: Overuse of the CPU ?
« on: July 08, 2013, 02:33:04 am »
Quote from: TheExDeus
1) Can you upload the gmk?

Here is the egm file : http://www45.zippyshare.com/v/7127148/file.html

Quote from: TheExDeus
2) How did you compile it? When I launch I see that no console pops up. I don't think that has been fixed in ENIGMA for Windows, so I should still see the console. To remove the console you have to change the makefile to make it a different project (I once did that, but now cannot remember how I did it).

I've installed the Windows installer version and installed the updated jar from Robert (http://enigma-dev.org/forums/index.php?topic=1245.0). I didn't make any others modifications. Then i just compile the project with Build -> Compile. I tried to get the latest version from the repository, but i didn't succeed : http://enigma-dev.org/forums/index.php?topic=1320.msg13376#msg13376

Quote from: TheExDeus
3) Can you try this: https://dl.dropboxusercontent.com/u/21117924/testGame.exe
It is basically the same you did. Only I used a different sprite I had lying around. When you run it you should see a console popping up along the main window. On it I get 0-1% CPU load. I somehow think you could be using some old or buggy ENIGMA. The one I used to compile here is 1 day old (on my main PC I didn't actually have a working version, so I reinstalled everything from scratch yesterday).

I get 2-3 % load with your exe, and the console is visible.

537
General ENIGMA / Re: Overuse of the CPU ?
« on: July 07, 2013, 06:56:07 am »
But as far as I can tell he is the only Windows user we have who has this problem. It's weird, but still shows that it could be something specific to him. ego, have you tried on another PC? And if you sometime in the future reinstall Windows then try again. And did you actually install the OS or was it preinstalled with the PC?

edit: And what is this TestOpenGL.exe you are running all these tests? Is it really an empty game? I guess you would notice if it wasn't...

I've totally re-installed my PC (Alienware X51) several weeks ago, because i know it had a lot of crap on it and i've installed also an anti-virus. I tried to install as much as possible open-source software.
I've got another mini-PC, a Dell Studio Hybrid, which is several years old, with a dual boot (Vista and Linux mint). I tried the empty project on Vista : CPU load 50 % !!! I know the computer is not very powerful, but we are talking about an empty project. I analysed the exe with anti-virus and it doesn't seem to find any viruses :https://www.virustotal.com/en/file/a4aa8fe98dfcb0a08a71ada1e4f96ae193d8eec06428cd8110cd6a421e7eb7fb/analysis/1373196738/. I tried also to install ENIGMA on this mini-PC and i created an empty project, but the result is the same. Java is up-to-date.

To create an 'empty' project, i just do this :  right-click sprite, create a new one, and choose an image, then right-click object, create a new one and choose the sprite, and finally right click room, create a new one add the object to the room. In any case, you can download there the exe of the empty project : http://www35.zippyshare.com/v/24257123/file.html

I know i already told you, but in any case, thanks for your support, TheExDeus, i really appreciate.

538
General ENIGMA / Re: Overuse of the CPU ?
« on: July 06, 2013, 04:46:48 am »
Does Notepad use 13% CPU on your machine? :P

Only Notepad++ does, but Notepad is ok !  :P  :)

539
General ENIGMA / Re: Overuse of the CPU ?
« on: July 05, 2013, 02:37:42 pm »
25% is 1 core and you will not get more with a single threaded application like an enigma game. Though that means you exceeded stable FPS. Try drawing fps (draw_text(10,10,string(fps)) to see what you actually get. If you set it to 100, then you get 100? And max CPU load (25%)? And when set to 400 you also get 400, but with max cpu load (25%)?

Room speed   FPS    CPU load
-------------------------------------
30                   30        14
60                   60        25
100                 60        25
400                 60        25

540
General ENIGMA / Re: Overuse of the CPU ?
« on: July 05, 2013, 02:00:37 am »
It uses 13% CPU at 1 FPS?

Yes, i tested also with with room speed 1, and CPU use is 13%. In an 'empty' project, it seems there is only two possible values for CPU use on my computer : 13 and 25 %.

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