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Messages - Goombert

2956
Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 10, 2013, 10:14:52 pm »
No I haven't even started the image editor forthevin, the goal for now is getting the IDE as solid as possible first. I already have it linking and parsing definitions, the base structure of everything is pretty much lined out, it even compiles, though just an empty game. I am in the process right now of laying out the resource structure then I will be start immediately on the EGM format. But keep in mind this is how I am laying it out, Load/Save (xml .egp, or uncompressed .egm), then Import/Export(GMK, GM81, Compressed EGM, etc). So actual projects loaded in wxENIGMA have to be uncompressed, you must start a new project then import compressed EGM's into it, there has to be a clear distinction between this.

Just don't worry about the image editor for now, my goal is just to have a standard compliant alternative to LGM for now. Then I will begin the image editor so that both LGM and wxENIGMA have one. But thanks for your comment about the logo, I'm new to vector graphics, but I'll try it with atoms on each ring, I was thinking that myself, and it loosk really good as an Icon too :) But as far as the rocket logo, it's just something we can throw around that looks cool to represent ENIGMA, for now I am going to place it on the Wiki, so they it has something other than that gray logo, might actually just use it for the Wiki and the Wiki only, idk.

Also forthevin, if you don't mind me asking, since me and Josh are kind of having a debate, what are your thoughts on Intellisense style syntax checking like Visual Studio does? I am in favor of it, but Josh does not like that it throws bullshit errors, which makes sense, but I disagree as it really only affects opening/closing brackets, and I think it's good for understand the scope of an error. It just makes more logical sense to me...

2958
Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 08, 2013, 05:16:57 am »
Well irregardless its a must, but anyway I agree with you guys, the SVG rocket better represents the development environment as a whole, so it can be used for representing ENIGMA in HD quality from now on, and the old logo will continue to represent the underlying engine and compiler as well as project files, and the space shuttle will represent the development suite as a whole.

Now the new logo I have for wxENIGMA is going to be an atom with the ENIGMA engine logo as the nucleuse, I am still working on it though.

2959
Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 06, 2013, 10:36:09 pm »
As far as the icon goes you guys, I am debating keeping the enigma logo as the actual icon, it just fits much better, but wxENIGMA does need a logo of it's own which the one I've picked is fine but is needed to distinguish it from LGM, as well as wxDavinci, which is not started yet but I might as well get it out there too. wxDavinci is going to be the cross platform image editor that I will be the lead programmer of, and it is going to be designed to be extensible through plugins that can add post processing effects and other cool image effects and tools onto the basic ones we provide, it is also going to be designed with the subframe image editing directly inside of it as well as MDI and tab control, allowing you to never actually have to leave the image editor to eg. work on another image, or switch subframes of a sprite.

It is going to be it's own program because we anticipate it to become quite popular due to the lack of Windows Paint style image editors on Linux or open source in general. This will also allow us to go back and integrate it with LateralGM providing both programs with image editing capabilites, as well as advanced post processing effects through the use of wxDavinci plugins.

@ExDeus
Now as far as an estimated time of arrival I am not quite sure.... There are a number of things to be done yet, such as...
1) Implement EGM Compression/Decompression
2) Rewrite all the old file imports
some of you suggested to me to have Ism just break hers apart from java, but I am quite certain that after looking at how it's done in LGM I will be able to make a much more optimized and quicker version myself in C++, which again will ensure it continues to get maintained, not many programmers like Java, eg. myself included
3) Develop all the resource editors as modular components to the IDE

Id say by about the end of this month you should expect a version which can at the very least create an EGM or .project xml and then import a compressed EGM. As I said before loading/saving in the new IDE is only done in either .project or uncompressed EGM, in order to get old projects into wxENIGMA you will need to create a new wxENIGMA project in the aforementioned formats, and then import everything from your old project files. But for not we will have importing/exporting for all the GM resource files, global backups, GMK's etc. We just need to distinguish Enigma Projects from Game Maker projects that is all, because they are not the same, and really nobody would want them to be.

@Ideka
how can you not see that as a good idea? now you will be able to actually include models, dll's and other so's, and any file you want inside the hierarchy. Otherwise we would have too many top level directories in order to cover all the resource types. Not to mention we need to add shader resources, polygon vector shapes, material surfaces which bind textures and shaders, model animaitons, etc. etc. or none of that can be achieved. Like I said though it will remain and optional feature. Also probably a good time for me to mention sprite previews on object resources is either going to be optional or not included at all.

2961
Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 05, 2013, 03:33:34 pm »
See Josh I told you some people would like a non-restrictive non emulated project file structure.

2962
Announcements / wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 03, 2013, 10:40:16 pm »


This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.

2963
General ENIGMA / Re: The World of Box2D Physics
« on: February 25, 2013, 04:12:16 am »
I am pretty sure Box2D does maintain a static lib because that is how GM:S redistributes it.

2964
General ENIGMA / Re: The World of Box2D Physics
« on: February 24, 2013, 05:45:22 pm »
@eejin It will be much more dynamic and provide much better functionality than GM does, eg. static bodies, dynamically changing shapes, multiple bodies per fixture, edge shapes, mouse joints, etc. As far as performance I can guarantee it will be much faster than GM because it is actually compiled and will use Box2D's overlapping test system for integrating collision checking instead of patching it together with bounding box or precise collision checking systems. As josh said we are not going to be duct taping this to ENIGMA like they did with Studio.

@ExDeus that depends on your interpretation of softbody but yes Box2D does allow a sort of emulation of softbodies using Joints and triangle strips...
https://www.youtube.com/watch?v=6xZFmbTPVBk

@Josh of course I didn't make a Windows patch A) you didn't tell me to or explain how to either B) im not on windows

2965
General ENIGMA / The World of Box2D Physics
« on: February 24, 2013, 10:44:41 am »
]

We have a Box physics engine in the works you guys, I'll finish it up when I have more time  (Y)

2966
General ENIGMA / Re: Raspberry Pi
« on: February 12, 2013, 11:17:55 am »
Yes exactly what daz, said you can find that old news post here http://yoyogames.com/news/65
This is also why I do not expect much to ever change with their IDE as Mike Dailly has shot down requests for things like ribbon toolbars several times. I do not see them caring about Linux much either, no Linux people want their $500 software that comes with loads of proprietary agreements just to install it from all the copyright formats and stuff their using now. Their concern right now is the Xbox360 as Microsoft developers are helping them port it for the Game Marketplace. Edit: And windows store...

2967
General ENIGMA / Raspberry Pi
« on: February 08, 2013, 05:01:40 am »
In case anyone doesn't know, the Raspberry Pi is a project to create a simple and inexpensive gaming platform for the price of only $100 with the ability to do Quake graphics, and all that hardware accelleration and what not it has.

Anyway, allot of people over the GMC seem to like the idea of having Game Maker available for it, however YYG is completely ignoring the advent of this platform. I was wondering what the community here thinks about porting ENIGMA to Pi? I am not sure what the popularity of the platform is going to grow into or whether it will be just a flop. But nonetheless id like to know what everyone thinks of it.

2968
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:40:40 pm »
Once I have a prototype design up and running you guys would be able to aid me in merging the parser for edl and the compiler then would you not? I would like to get started on designing the interfaces today if I could. Do you guys have like skype or something where we can chat more in real time or something so you can fill me in the rest of the way?

2969
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:36:19 pm »
Also heres my thoughts, GM's primary fan base wants allot of things like dynamic file structures and a less clutered view, so this would be the direction I would take any IDE I program for this, because while they are focusing more on glueing together a broken wheel, we'll have a nice clean bottom up design, look, feel, etc. etc.

2970
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:34:38 pm »
That is beautiful then! So basically all I would need to do is write the different components for the idea and wrap it to the compiler?