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541
General ENIGMA / Re: Overuse of the CPU ?
« on: July 04, 2013, 04:54:57 pm »It seems the very cool sleep function isn't that cool after all. Try setting room speed to 999 (which should disable sleep) and see what you get (and check if you get stable 999, if not then set it lower so it's stable).
Interesting. I tried many different values, and here is the result:
Room speed between 1 and 59 -> CPU 13 %
Room speed between 60 and 999 -> CPU 25 %
542
General ENIGMA / Re: Overuse of the CPU ?
« on: July 04, 2013, 02:53:22 pm »Second, was this for empty game?
Yes.
Do you use any anti-virus?
Yes, but i tried already to disable it, but it doesn't change anything. With gDEBugger, i tried also to see if it's possible to see CPU use for each function, but i don't think it's possible. Finally i tried an c/c++ profiler on Windows : very sleepy (http://www.codersnotes.com/sleepy). Here is the result :
First screen :

Second screen, it's the breakdown of the thread which uses almost all CPU power :

And my task manager (to prove i am not lying
) :
543
Issues Help Desk / Problem with instance_activate_object
« on: July 04, 2013, 07:51:16 am »
I've a hierarchy of objects : obj_monsters -> obj_monsters_level_1 -> obj_monster1, obj_monster2, etc...
When the level starts i deactivate all monsters :
and then i want to activate the monsters for the current level
It doesn't work. When all instances of monsters are deactivated, you can all only activate directly the child (leaf) objects (obj_monster1, obj_monster2) but not the parents (obj_monsters, obj_monsters_level_1).
I tested the code on GM 8.1 and i don't have this problem. Of course i could find workarounds, but this is annoying.
When the level starts i deactivate all monsters :
Code: [Select]
instance_deactivate_object(obj_monster)and then i want to activate the monsters for the current level
Code: [Select]
instance_activate_object(obj_monsters_level_1 );It doesn't work. When all instances of monsters are deactivated, you can all only activate directly the child (leaf) objects (obj_monster1, obj_monster2) but not the parents (obj_monsters, obj_monsters_level_1).
I tested the code on GM 8.1 and i don't have this problem. Of course i could find workarounds, but this is annoying.
544
Issues Help Desk / Re: Wait until an instance is destroyed
« on: July 04, 2013, 07:28:35 am »Did it also fix you instance_create problem?
Yes, i added the while loop after the instance_create, and it works. Thanks again TheExDeus.
545
General ENIGMA / Re: Overuse of the CPU ?
« on: July 04, 2013, 04:31:20 am »
Try turning off the background in room, if that doesn't show anything then set automatic redrawing to false. I don't think "Sleep on minimize" thing is implemented, but if it is then try that as well.
It doesn't change anything. I tried also with OpenGL 3.0 but it doesn't change the result. By the way, it's not possible to make an executable with Open 3.0, i've error messages. I've found an Open GL profiler : http://www.gremedy.com/free_license.php. Here is the result :



I don't know if it's useful for you.
546
Off-Topic / Simulation of the 6502 CPU
« on: July 03, 2013, 02:59:05 pm »
'Old fossils' like me, had a computer like the commodore 64 in the eighties (I guess not a lot of people know this type of computer on this forum. They are too young!
). This computer had the 6510 CPU. Some 'freaks' had done a reverse engineering of this CPU and have done a simulator of the CPU ! (Not an emulator, a simulator !!!). I find their work amazing. You can find the result of the following website : http://visual6502.org/. You can even simulate the CPU on your browser in this section ! : http://visual6502.org/JSSim/index.html. To start the simulation, click on the 'start' button on the upper right.
An interesting video about the reverse engineering of the 6502 CPU : http://www.youtube.com/watch?v=K5miMbqYB4E
). This computer had the 6510 CPU. Some 'freaks' had done a reverse engineering of this CPU and have done a simulator of the CPU ! (Not an emulator, a simulator !!!). I find their work amazing. You can find the result of the following website : http://visual6502.org/. You can even simulate the CPU on your browser in this section ! : http://visual6502.org/JSSim/index.html. To start the simulation, click on the 'start' button on the upper right.An interesting video about the reverse engineering of the 6502 CPU : http://www.youtube.com/watch?v=K5miMbqYB4E
547
Proposals / Adding a 'Donate' button
« on: July 03, 2013, 02:41:45 pm »
What about adding a 'Donate' button on the web site ? I know developers of ENIGMA don't do it for money, but i guess they would not mind buying a Ferrari !
Seriously, i would not mind donating some money to the team.
Seriously, i would not mind donating some money to the team. 548
Issues Help Desk / Re: Wait until an instance is destroyed
« on: July 03, 2013, 11:42:41 am »
Thanks TheExDeus for your help, it was really useful ! 
I'm trying to remake as faithfully as possible the game 'Son of blagger'. When a new level starts, you've a black screen, and gradually the new level is displayed (c.f : http://www.youtube.com/watch?v=Kmsg4usmvRk. The interesting part starts at 00:34). When the level is displayed, the monsters are appearing with explosions. So when the level starts, i deactivate first the monsters, then i am displaying gradually the level with two disappearing black rectangles (draw_rectangle), and finally i activate the monsters for the current level. The problem was that the instance_create is an asynchronous call, so the monsters were appearing immediately, even the level is not totally displayed.
I was trying to test in the 'step event' of 'obj_start_level' if the animation is finished and to destroy the instance if it's the case. With your advice i did it in the draw event, and now my previous code works correctly.

But I don't get what exactly you mean by "i don't the want the sprites to move before the animation is finished"?
I'm trying to remake as faithfully as possible the game 'Son of blagger'. When a new level starts, you've a black screen, and gradually the new level is displayed (c.f : http://www.youtube.com/watch?v=Kmsg4usmvRk. The interesting part starts at 00:34). When the level is displayed, the monsters are appearing with explosions. So when the level starts, i deactivate first the monsters, then i am displaying gradually the level with two disappearing black rectangles (draw_rectangle), and finally i activate the monsters for the current level. The problem was that the instance_create is an asynchronous call, so the monsters were appearing immediately, even the level is not totally displayed.
I was trying to test in the 'step event' of 'obj_start_level' if the animation is finished and to destroy the instance if it's the case. With your advice i did it in the draw event, and now my previous code works correctly.
549
General ENIGMA / Re: Overuse of the CPU ?
« on: July 03, 2013, 11:01:59 am »I doubt DirectX would change anything.
I don't know, but i heard that the support of Open GL on Windows is not good. That's why i was thinking about DirectX.
550
General ENIGMA / Re: Overuse of the CPU ?
« on: July 03, 2013, 11:00:33 am »Maybe now something has changed? Like downloaded newer drivers or installed/uninstalled something and it shows a different load now?
I've installed the latest drivers from Nvidia today (320.49), and the result is the same.
551
Issues Help Desk / Wait until an instance is destroyed
« on: July 03, 2013, 06:07:24 am »
In a 'obj_game_controller' object, i have a 'step event' which tests if we are starting a level. If it's the case, it will display a room transition effect with the help of of the object 'obj_start_level'. After the animation is finished, the 'obj_start_level' destroys itself with instance_destroy().
Here is an excerpt of the code in the 'step event' of 'obj_game_controller' :
After the 'instance_create(0, 0, obj_start_level);' line, i would like to wait until the transition is finished to do other stuff. This is important for me, as for example i don't the want the sprites to move before the animation is finished. I tried several things to implement the 'wait', like this :
But it doesn't work, i've always a infinite loop. In the object 'obj_start_level', if i don't try to implement the 'wait' in 'obj_game_controller', i am sure the instance_destroy is called when the transition is finished (I tested it by showing a message before the call). Another solution would be to implement in the 'step event' event of the objects a test :
But i don't find this solution very elegant. Any help is welcome.
Here is an excerpt of the code in the 'step event' of 'obj_game_controller' :
Code: [Select]
if (game_state = START_LEVEL)
{
.....
instance_create(0, 0, obj_start_level);
// wait until the transition is finished
// Do other stuff
}After the 'instance_create(0, 0, obj_start_level);' line, i would like to wait until the transition is finished to do other stuff. This is important for me, as for example i don't the want the sprites to move before the animation is finished. I tried several things to implement the 'wait', like this :
Code: [Select]
while (instance_exists(obj_start_level))
{
screen_redraw();
}But it doesn't work, i've always a infinite loop. In the object 'obj_start_level', if i don't try to implement the 'wait' in 'obj_game_controller', i am sure the instance_destroy is called when the transition is finished (I tested it by showing a message before the call). Another solution would be to implement in the 'step event' event of the objects a test :
Code: [Select]
if (game_state = START_LEVEL) exit;But i don't find this solution very elegant. Any help is welcome.
552
General ENIGMA / Re: Problem with 'Global Game Settings'
« on: July 01, 2013, 02:03:40 pm »
I tried to add 'Constants', but it's impossible to save them. I click on the save button and everything seems ok, but when i launch again ENIGMA, the 'Constants' tab is empty.
553
General ENIGMA / Problem with 'Global Game Settings'
« on: July 01, 2013, 01:52:11 pm »
If i open for the first time the 'Global Game Settings' window, it's fine, but if close the window, no matter what i try, it's impossible to open it again.
554
Issues Help Desk / Re: I have an issue with the Start Moving In a Direction button
« on: July 01, 2013, 07:08:22 am »
By the way, this bugs happens only with the latest update. If you use the version found in the download page, it's ok.
555
General ENIGMA / 'Call the inherited event' is not working
« on: July 01, 2013, 07:06:05 am »
Hello,
If you add the action 'Call the inherited event', you have the following error message when you compile the project : 'Unknown function or script 'action_inherited'.
If you add the action 'Call the inherited event', you have the following error message when you compile the project : 'Unknown function or script 'action_inherited'.