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1756
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 03:41:03 pm »
How was the icon file created? We do not support icons created by createicon.com, if that was the website used.
http://enigma-dev.org/forums/index.php?topic=1734
http://enigma-dev.org/forums/index.php?topic=1734
1757
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 03:32:26 pm »
Oh I am sorry you are correct, is there not a runner icon stored in the GMX?
This is the path in an example project I have.
Quote from: Output Log
at org.lateralgm.file.iconio.ICOFile.getDisplayImage(ICOFile.java:462)
at org.lateralgm.subframes.GameSettingFrame.setComponents(GameSettingFrame.java:1260)
This is the path in an example project I have.
Quote
Project1.gmx\Configs\Default\windows\runner_icon.ico
1758
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 02:55:40 pm »
You deleted it from the file tree, which led to more exceptions and the resource not actually being removed.
Remove it from the actual GMX file, make a copy, open the ProjectName.project.gmx in notepad or some other source editor, and remove the sprite from the tree so that it is never loaded at all, thus allowing no exceptions to occur.
Quote from: Latest Output Log
Width (0) and height (0) cannot be <= 0
Remove it from the actual GMX file, make a copy, open the ProjectName.project.gmx in notepad or some other source editor, and remove the sprite from the tree so that it is never loaded at all, thus allowing no exceptions to occur.
1759
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 02:37:41 pm »
Yes you are loading a GMX project that has sprites with no size.
Can I ask why you are using images with no data? I am going to add the ability to load these projects in the next release of LateralGM (1.8.4), but really you shouldn't need images of no size.
Also if you don't mind uploading the GMX project itself, It will allow me to debug with it and I can ensure that the project will safely load in the next LGM release.
Quote from: Output Log
Width (0) and height (0) cannot be <= 0
Can I ask why you are using images with no data? I am going to add the ability to load these projects in the next release of LateralGM (1.8.4), but really you shouldn't need images of no size.
Also if you don't mind uploading the GMX project itself, It will allow me to debug with it and I can ensure that the project will safely load in the next LGM release.
1760
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 01:15:11 pm »
Ok thanks that explains it, I'll have him take down that link.
1761
ALLCAPS BOARD / Re: Dry Humor
« on: February 10, 2014, 12:31:58 pm »
I like more controversial jokes.
1762
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 12:30:25 pm »
No problem, and yes the one on our website is updated frequently, which is why I am curious and have to ask again, where did you originally download from?
1763
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 12:10:09 pm »
Ok it appears you have the correct ENIGMA, but the wrong LateralGM. Please redownload the Windows version from our website, which is up to date.
http://enigma-dev.org/docs/Wiki/Install:Windows
http://enigma-dev.org/docs/Wiki/Install:Windows
1764
Issues Help Desk / Re: Not compiling
« on: February 10, 2014, 12:00:44 pm »
Now I see the problem.
make-directory: ./ENIGMA/
Should be.
make-directory: "%PROGRAMDATA%/ENIGMA/"
Open enigma-dev/settings.ey and copy and paste the file at http://www.pastie.org and give me that.
Edit: Woooooo wait a minute, why the do you have lgm16b4? That version of LateralGM is no longer compatible with ENIGMA.
Where did you download ENIGMA from?
make-directory: ./ENIGMA/
Should be.
make-directory: "%PROGRAMDATA%/ENIGMA/"
Open enigma-dev/settings.ey and copy and paste the file at http://www.pastie.org and give me that.
Edit: Woooooo wait a minute, why the do you have lgm16b4? That version of LateralGM is no longer compatible with ENIGMA.
Quote from: Output log
D:\ENIGMA\enigma-dev\lgm16b4.jar
Where did you download ENIGMA from?
1765
Programming Help / Re: get_string without a dialog
« on: February 10, 2014, 09:19:10 am »
get_string is implemented, along with get_color and all that Jazz. Darkstar2 if you have the latest version there is the Asynch extension you can enable and use get_string_async which is from Studio and allows the game to continue updating while the user inputs the string, then the Asynchronous Dialog event is triggered when they've entered their response. I can also make you an example that just uses script_thread.
However, I think you may be looking to custom render the input, if that is the case, use keyboard_string, I have written you an example for this.
Hit tab to open the input box, enter a string and then hit enter. This is a simple way of accepting input from a user for a while in GM.
https://www.dropbox.com/s/c0mnfzw10dsffvg/keyboardstring.gm81
There is currently a bug with keyboard_string though where backspace does not clear your last character but adds a new capital 'H' this little piece of code will resolve that until it is fixed, just add it at the very top of the step event.
However, I think you may be looking to custom render the input, if that is the case, use keyboard_string, I have written you an example for this.
Hit tab to open the input box, enter a string and then hit enter. This is a simple way of accepting input from a user for a while in GM.
https://www.dropbox.com/s/c0mnfzw10dsffvg/keyboardstring.gm81
There is currently a bug with keyboard_string though where backspace does not clear your last character but adds a new capital 'H' this little piece of code will resolve that until it is fixed, just add it at the very top of the step event.
Code: (EDL) [Select]
if (keyboard_check_pressed(vk_backspace)) {
keyboard_string = string_copy(keyboard_string, 0,
string_length(keyboard_string) - 2);
}
1766
General ENIGMA / Re: Hardware Diagnosis
« on: February 10, 2014, 08:00:45 am »
Wow you are good Darkstar you have really good graphics hardware, I only have OpenGL 4.1, thanks for the info!
1767
Programming Help / Re: Making games in Full HD resolution 16:9 possible ?
« on: February 10, 2014, 07:59:39 am »
That function has always been in GM since like Direct3D was added, however the function is deprecated along with all the others in Studio. Now, that said, that function only sets the display resolution, so you will also need to size up your view to match the display resolution. Game Maker has always been quite a bit a pain in the ass in this department, just Google about setting the resolution for GM, anything that applies to GM applies to ENIGMA.
https://www.google.com/#q=game+maker+resolution
https://www.google.com/#q=game+maker+resolution
1768
Issues Help Desk / Re: Not compiling
« on: February 09, 2014, 09:14:34 pm »
Are you running from a command line, as in, did you install from source code or use the Portable ZIP and run enigma.exe?
Also, updating drivers will not solve the issue, there has been bugs with different drives other than C:/, though a user did state to me that they are able to use other drives fine. I specifically need to know which drive contains "Program Files" on your computer.
Also, updating drivers will not solve the issue, there has been bugs with different drives other than C:/, though a user did state to me that they are able to use other drives fine. I specifically need to know which drive contains "Program Files" on your computer.
1769
Programming Help / Re: Making games in Full HD resolution 16:9 possible ?
« on: February 09, 2014, 09:11:49 pm »
I believe the function you are looking for is display_set_size
http://enigma-dev.org/docs/Wiki/Display_set_size
Other display and window functions are here.
http://enigma-dev.org/docs/Wiki/Display_and_Window_Functions
display_test_all is the one that can test if the resolution is supported before setting it, I am not sure if this one is implemented however.
http://enigma-dev.org/docs/Wiki/Display_test_all
You could counter that by making the resolution reset after 15 seconds if the user does not hit an ok button or something similar. Hope I helped
http://enigma-dev.org/docs/Wiki/Display_set_size
Other display and window functions are here.
http://enigma-dev.org/docs/Wiki/Display_and_Window_Functions
display_test_all is the one that can test if the resolution is supported before setting it, I am not sure if this one is implemented however.
http://enigma-dev.org/docs/Wiki/Display_test_all
You could counter that by making the resolution reset after 15 seconds if the user does not hit an ok button or something similar. Hope I helped
1770
Issues Help Desk / Re: Not compiling
« on: February 09, 2014, 06:19:25 pm »
Ahhh lucky for you I know what is wrong.
`D:/ENIGMA/enigma-dev/CompilerSource'
Apparently you've extracted ENIGMA to a D:/ drive, on what drive is Program Files on your computer?
`D:/ENIGMA/enigma-dev/CompilerSource'
Apparently you've extracted ENIGMA to a D:/ drive, on what drive is Program Files on your computer?
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