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2176
Tips, Tutorials, Examples / Re: My Tutorial - need help
« on: October 28, 2013, 05:50:35 am »
Ugh, I need a break fervi ^_^ I'll translate that one later.
2177
Tips, Tutorials, Examples / Re: My Tutorial - need help
« on: October 28, 2013, 05:32:00 am »
I am going to move this since this does not fit the criteria of W.I.P. give me a minute to translate it.
Edit: Done.
Quote
2) Picking Names
It is worth noting that "my game" is just an example, or a prototype, if you will, so it is not meant to be a full blown platformer.
http://opengameart.org/content/outside-tileset
I chose this tileset because it is simple and we can quickly take advantage of it.
1) Character Control
First, we should start with the main character, draw it in Paint (I use the Pinta, but KolourPaint is also good), create a new Sprite, paste it and name the resource properly. Since resources are actually variables they should and must follow the same naming conventions, i.e. do not add weird characters or spaces, underscores are fine, and do not make the first character a number. The standard is usually prefixing sprites as spr_* and objects as obj_*, etc. It is also more sensible to name the objects and other resources what they represent such as a player object would be called obj_player, etc.
You should create an object (obj_hero) and assign an image (spr_hero), create a new room and place the instance there.
2) Movement
Each character in the game should not move, unless of course you are in a sort of spectator mode. We will move to the right, left, up and add a little bit of gravity.
Edit: Done.
2178
Tips, Tutorials, Examples / Re: My Tutorial - need help
« on: October 28, 2013, 05:09:22 am »Quote
Hello!
Many people like to play computer games. Some prefer platformers, some racing, FPS, MMO, etc.
But few people ever learn to program, usually because it seems to be difficult and time consuming
I will try to show you that creating games is quite simple and can be a lot of fun. In which you basically take the role of God in creating your own digitally interactive worlds.
First, we need to pick out a few tools to use and a game engine that will run our game. There are a lot of popular rapid application development tools for games including ENIGMA, Unity3D, and Blitz Basic.
- Game Editor
Game Editor is a simple point and click tool, which you need to know English to use. While most things can be easy to use, then you need to know which to choose. The project itself is licensed under GNU GPL and can convert a number of platforms (mostly old phones and basic free operating systems (although you can try to compile on BSD or other systems)
- Enigma - dev ( I'm going to use it )
Enigma is an intermediate program (if you can call it that) - In general, amateurs can create games as well as advanced users (of course, the more we can, the more we create miracles) , based on EDL (Enigma Development Language). In general, you can call the program a clone of Game Maker (the developers generally try to achieve compatibility)
- SandBox Game Maker (entering into deep water , resort)
Although I tried to learn it - I failed. SBGM used to create RPG, FPS and platforming games in 3D (on the Cube 2 engine), generally everything looks brilliant and as it was being mastered, it has to beat a lot of open source games (and of high quality , something I have to play the game )
1 ) Planning
The first thing we should do is plan a little bit about the game. To start we will create a basic game since you are simply starting out and do not want a lot of complexity yet.
The second thing is graphics, as games require a lot of high quality art and animation. The problem here is that usually developers and coders are not very good artists and rely on others talents. Another problem is finding a suitable paint program, there are a lot of popular free ones such as Paint.net, which is preferred by ENIGMA's lead developer Robert, as well as Gimp which is available cross-platform. You can also find a lot of free graphics content on the web, You should take a look at : http://www.opengameart.org.
Audio and Video - these two are usually a big problem for indie developers without money to hire musicians and artists, you can of course use free and open source media found on many popular websites, just so long as you be careful about copyright infringement. However usually games that do have their own custom content can be a lot more appealing.
Give me a minute, still translating...
Edit: There I think that is pretty good.
2179
Function Peer Review / Re: Yoyogames Example in Enigma
« on: October 28, 2013, 03:36:09 am »
Ok, it'll need fixed but it's not priority right now.
2180
Announcements / Re: Object Inheritance Implemented
« on: October 28, 2013, 02:53:48 am »
TKG, I have another surprise coming in maybe a week or so for you. Also, yes persistent is already implemented, but a couple of noticed it's broke, I will fix it when I get the chance, I am working on things to get Project Mario working too.
Edit: Just to update everyone on this there was a bug causing objects to have their parent object_index. I have fixed it in the following pull request.
https://github.com/enigma-dev/enigma-dev/pull/474/files
Now I believe object inheritance is pretty solid, I am going to fix with constructs next.
Also, I'd put up the source to that game but for copyright reasons I can not.
Edit: Just to update everyone on this there was a bug causing objects to have their parent object_index. I have fixed it in the following pull request.
https://github.com/enigma-dev/enigma-dev/pull/474/files
Now I believe object inheritance is pretty solid, I am going to fix with constructs next.
Also, I'd put up the source to that game but for copyright reasons I can not.
2181
Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 09:29:59 pm »
No I meant the output log of the one that didn't work and had errors, also, I am telling you Direct3D is not as completed as OpenGL, so it is less likely games will work on it, since you've already shown you have good graphics hardware.
2182
General ENIGMA / GLbinding
« on: October 27, 2013, 09:26:16 pm »
Yes I deleted it Harri, I am writing a device manager similar to Direct3D, you can't draw the global VBO just when the texture changes there are other state changes as well that need handled. This is why I am creating a central interface for the ffp in all 3 graphics systems.
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Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 08:01:58 am »
pastebin the output log I can tell you
2184
Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 06:16:20 am »
That also could possibly be the place you downloaded Windows from may have been stripped of a lot of important Windows stuff. A lot of the torrents on the web are stripped out to be made smaller, because Windows is a really really really bloated Operating System about 6gb's even with a lot of the crap removed. But anyway, glad you got everything working!
2185
Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 06:05:09 am »
:O that is because OpenGL 3 issue with surface get pixel, try running in OpenGL 1.1
2186
Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 06:02:37 am »Quote
0 kB*ahem*
Anyway, both of them crashed for me. Why are you still compiling, I said run? Green run button. :\ :\ :\ :\
It looks like the following.
I am going to have to start including translation files.
2187
Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 05:44:03 am »
:\
Now we know why it didn't work you never built the engine like the included README and the download page tell you to do.
The warnings will be resolved later they are only occurring in Direct3D because I have yet to clean up a lot of stuff and implement certain functions, most of them are just bullshit warnings.
Try OpenGL as well on that Minecraft example. In run mode first, not compile, compile after you successfully run it once, since it appears you haven't run any game since you set it up.
Now we know why it didn't work you never built the engine like the included README and the download page tell you to do.
Quote from: Download Page
Once the installation is complete it's advisory to test if everything is working by running a sample game or you could also just test by running an empty game, which is most likely better because you need to give the engine a chance to be fully compiled without error or compiling times can be rather excessive.
Quote from: README.rtf
Once you have extracted this ZIP you can simply run "enigma.exe" to start the initial compile, once it is finished you are advised to both run and then debug an empty game to give the compiler a chance to fully build the engine.
The warnings will be resolved later they are only occurring in Direct3D because I have yet to clean up a lot of stuff and implement certain functions, most of them are just bullshit warnings.
Try OpenGL as well on that Minecraft example. In run mode first, not compile, compile after you successfully run it once, since it appears you haven't run any game since you set it up.
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General ENIGMA / Re: Contributing to the Wiki
« on: October 27, 2013, 03:12:58 am »
Don't worry about it right now with me transforming the download/setup pages still, it is fine I got a handle on it
2189
General ENIGMA / Re: Minimap in editor? Noob question
« on: October 26, 2013, 07:59:48 pm »Quote
I saw this screenshot already, in new tab. Very good.Yes, just a lot of work to be done that is all.
Quote
I hope it will develop in same way.Don't worry, that is our intention
Quote
And back to my wish list, I'll stop for a while, but....All of those can and will be done, only when a proper design is fleshed out. Not only about 3D, but as far as 2D goes, Studio's room editor is a mess, even the current one we have, the way it was originally thought up is just a huge mess. It needs a complete redesign which is something I plan to do.
2190
Works in Progress / Re: Project Mario
« on: October 26, 2013, 07:58:03 pm »
Sketchup would be a plugin, but that is used more for architecture and design not games. I am more interested in Blender and other formats, but we have an obj model loader already.
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