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Developing ENIGMA / Re: LateralGM 1.8.6.6
« on: October 06, 2014, 04:58:42 pm »
egofree, I guess I should reset the search results, yeah. I was going to leave them be because I didn't think they hurt anything, but that's really weird they would still be able to open. I am getting around to making the result nodes also recognize scope, I mentioned that in the change log.
Also, Harri is right the syntax check button can break without the search feature in the same exact way, I was able to reproduce the issue and I'll try to get it fixed, I don't know what's causing it yet.
Edit: The syntax button is an easy one, it's just a simple frame/plugin issue, if you close and reopen the frame it's fine. I've uploaded a patch, please check the extra packages page for both jars.
Also, Harri is right the syntax check button can break without the search feature in the same exact way, I was able to reproduce the issue and I'll try to get it fixed, I don't know what's causing it yet.
Edit: The syntax button is an easy one, it's just a simple frame/plugin issue, if you close and reopen the frame it's fine. I've uploaded a patch, please check the extra packages page for both jars.
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General ENIGMA / Re: Lateral GM question
« on: October 06, 2014, 01:56:22 pm »
Heh well, we actually aren't all that incompatible with GMK's, a major portion of games compatible are in GMK format, like Project Mario, and Project Chaos, Minecraft Example, Mark Overmars FPS, Overmars Game of Life. Some games also use properties that GMX does not store, such as removing the transparency color of sprites. Converting these games to another format would break some things here and there. We also just happen to be a lot more compatible with GMK games because they get rid of all the bad coding techniques we've yet to implement, but also add a ton of new ones, see ds accessors.
768
Developing ENIGMA / Re: LateralGM 1.8.6.6
« on: October 06, 2014, 10:48:05 am »
Alrighty you guys, I've rolled out another release, the directory structure in search results is now maintained and the nodes are clickable, it will also search shaders now, or should anyway. There is additionally a context menu for you to copy the results to your clipboard too. I've changed some other things as well like making the split dividers double click expandable, so read back over the change log.
Additionally I've fixed the classic Windows look and feel, the MDI frame buttons will no longer be cut off, same with the regular Windows look and feel. You will have to explicitly set these look and feels over "Native" from the preferences window though because I was afraid the fixes may look funny on XP.
Additionally I've fixed the classic Windows look and feel, the MDI frame buttons will no longer be cut off, same with the regular Windows look and feel. You will have to explicitly set these look and feels over "Native" from the preferences window though because I was afraid the fixes may look funny on XP.
Quote from: egofree
- The search icon is ok, but i would prefer a magnifying glass without the book behind.I am not to sure about this suggestion because we want it to be fundamentally different the find and replace behavior. Also we use the magnifying glass for zoom, and binoculars for Find & Replace. I am also seeking to expand LGM's external modification abilities to allow things like customizing the default icon packs.
Quote from: egofree
- Would it be possible to add a key shortcut for the search button ? (enter key)
Quote from: egofree
- When clicking on the search button, let's display the search results tab if it's not already visible. Right now it's now visible that the search results has been completed if you are on the 'Resources' tab.Right now I have enter assigned to open the selected nodes frame, I think we may be able to go with both of your suggestions instead however since ALT+Enter is actually already mapped to open the resource frame as well.
Quote from: IsmAvatar
* Please hide the ["Resources","Search Results",etc] tabs when not searching.I'll look into before we reach the stable release.
Quote from: TheExDeus
In the new search feature "Matches" are number of lines where the word is found.I still haven't fixed this yet but I know exactly what you mean, it's showing the number of lines that have matches not the actual number of matches.
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Programming Help / Re: Packing bits
« on: October 06, 2014, 05:30:00 am »
Heh, me neither Harri, I'll try to call this to his attention.
770
Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 06, 2014, 05:27:58 am »
DX12 is just doing the same thing AMD's Mantle API is doing.
http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle
http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle
771
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 08:13:18 pm »
TKG, I am aware of the built-in limits, but are you saying that you literally can't even get out of that sandbox with extensions, like, at all?
772
Off-Topic / Re: My Windows 10 test results here
« on: October 05, 2014, 08:12:23 pm »
Ok thanks! I can't really test without my old Windows 7, could just be stuff disabled from my boot for me, but regardless it feels faster to me but that's circumstantial.
773
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 07:12:24 pm »
TKG, oh wow that's funny, they think someone will hide the window and create a new virus one or something lol. Newsflash, they can still do it with create window, and it's not something they couldn't just do in C++ without GM. I can guarantee you it would work with ENIGMA.
774
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 06:26:38 pm »
How'd you fix it?
775
Off-Topic / Re: My Windows 10 test results here
« on: October 05, 2014, 05:08:38 pm »Quote from: Darkstar2
* YES FOLKS ENIGMA works in windows 10 ! After installing JAVA of course which took seconds.......Ran without a problem! did not complain of any missing files or dependency.Could you get a picture of a resource editor? I am curious if the look and feel with MDI frames has improved or if it still looks like shit.
But also I think they meant about the task manager, I doubt it has changed from Windows 8, but from 7 yes it did.
776
Programming Help / Re: Packing bits
« on: October 05, 2014, 05:00:29 pm »
Did you look at how we pack color_t? You would also have to change the stride any everything Harri, did you change and fix all of that?
777
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 04:58:39 pm »
Yes don't get me started either, Bush created the drone program. Clinton signed Glass-Steagall deregulating the banks, Bush expanded Housing and Urban Development giving poor people homes they can't afford, both crashed the economy, and Obama hasn't done anything to fix it.
778
Developing ENIGMA / Re: Unstable master?
« on: October 04, 2014, 08:45:39 pm »Quote from: Darkstar2
I seem to remember some talk about surfaces back at GM, it was not a popular option and people complained of very noticeable slow downs on their mobile port,Yeah I know what you are talking about and I was thinking about just that. I really don't understand how it could slow down unless they were doing something wildly wrong. You see just creating the surface takes some more RAM, obviously, but then when you render your game you're rendering at a smaller resolution, so explain to me how that causes it to run slower? Did YYG write their implementation with draw_pixel or something?
and even on windows, I'm quite sure I remember reading about some cons of using surfaces, even for windows export. Luckily at one time this was optional, but now GMS uses it by default. Would it be made optional in ENIGMA or forced as in GMS ?
They might blit instead of rendering it as a poly.
http://stackoverflow.com/questions/9711747/sdl-blitting-is-being-really-slow
Because otherwise I see not too many results, most are for OpenGL.
https://www.google.com/?gws_rd=ssl#q=direct3d+surface+scale+slow
https://www.google.com/?gws_rd=ssl#q=direct3d+surface+slow
https://www.google.com/?gws_rd=ssl#q=opengl+framebuffer+scale+slow
https://www.google.com/?gws_rd=ssl#q=opengl+framebuffer+slow
Another explanation is non-power of two surfaces.
779
Issues Help Desk / Re: Bad C++ generation
« on: October 04, 2014, 07:38:01 pm »
Ohh, yeah I agree sorlok. I can't say for sure but I know the following are possible.
http://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/data%20types.html
http://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/data%20types.html
780
Programming Help / Re: C++ DestroyWindow() alternative
« on: October 04, 2014, 07:16:14 pm »
Yes, let's see the code TKG.
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