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1636
Third Party / Re: GM8.1 format changes
« on: August 14, 2011, 11:06:29 am »
How draw_text will support UTF-8? Do you plan to render a whole lot of chars to texture?
1637
Proposals / Re: GM-incompatible ENIGMA features - what to do
« on: August 10, 2011, 10:56:19 am »
I think it should just strip everything and show a notification when you try to save as a gmk. ENIGMA was never intended to be used with GM in that order. The idea is to take GM project, load it in LGM and run with ENIGMA. Not create a game in ENIGMA and then try, for some unknown reason, to launch it in GM.
1638
Issues Help Desk / Re: Installation Failure
« on: August 10, 2011, 04:26:58 am »
Ou you probably have to rebuild the dll. I do that with code::blocks as the project file is already there.
1639
Proposals / Re: Animated tiles/tilesets
« on: August 09, 2011, 06:59:55 pm »
I think it would probably just work like the normal tiles. So if you meant that you can't delete tiles while editing objects, then yes, of course you won't be able to delete sprites while editing instances. You could maybe delete background tiles while doing that though. But as there isn't any implementation for static sprites, and knowing the speed things get done here - I doubt we will have to worry about this for quite a while.
Also, just to make people less sad about the slow progress - paths and motion planning (mp_) are being worked on. Paths are basically done and mp_ is slowly made as well. I commit them together even if paths are not totally finished. I was waiting on the extension system but it will apparently not be done in the coming weeks. Also, mp_ doesn't really work without paths, so they both would be probably the same extension (or at least mp_ would be dependent on paths while paths wouldn't be dependent on mp_).
Also, just to make people less sad about the slow progress - paths and motion planning (mp_) are being worked on. Paths are basically done and mp_ is slowly made as well. I commit them together even if paths are not totally finished. I was waiting on the extension system but it will apparently not be done in the coming weeks. Also, mp_ doesn't really work without paths, so they both would be probably the same extension (or at least mp_ would be dependent on paths while paths wouldn't be dependent on mp_).
1640
Proposals / Re: Animated tiles/tilesets
« on: August 09, 2011, 02:30:45 pm »
It would be pain in the ass to have multiple frames for multiple tiles in one tileset anyway. Either we need to add frames to background resource or allow static sprites. You wouldn't animate every tile on the screen anyway (or I wouldn't) as animations would be for things like grass or trees, not dirt or rock.
1641
Proposals / Re: Animated tiles/tilesets
« on: August 09, 2011, 05:57:11 am »
I agree. Modifying background resource could be too much pain in the ass. So just allowing to place sprites in the room would be a good and relatively easy solution.
1642
Off-Topic / Re: Introductions
« on: August 03, 2011, 01:08:33 pm »
Hello! Great that ENIGMA is treating you good (because a boy called cheeseboy gets rejected by it in any way possible). But the best thing about ENIGMA is that you can add your own functions (even temporary ones if you are waiting for the devs themselves to implement them) so if you know C++ or want to learn while writing code, then you can create everything you need or want.
I am waiting for extensions system to blossom, so then I will be able to hook up paths once and for all. If that doesn't happen in the next few days, then I will commit path functions anyway, as you can still use them just fine.
And why are you obsessed with toucans? You have one? Or two? Or more?
I am waiting for extensions system to blossom, so then I will be able to hook up paths once and for all. If that doesn't happen in the next few days, then I will commit path functions anyway, as you can still use them just fine.
And why are you obsessed with toucans? You have one? Or two? Or more?
1643
Issues Help Desk / Re: Since enigma lacks collision circle, someonewrite this for me please.
« on: August 03, 2011, 06:36:58 am »
Did you remember about !=noone?
1644
General ENIGMA / Re: Stuph
« on: August 02, 2011, 09:48:07 am »
Paths are being worked on, but they cannot be finished until the extension system is done. And that's Josh's and Ism's job.
edit: What preallocation and reallocation are you talking about?
edit: What preallocation and reallocation are you talking about?
1645
Function Peer Review / Re: GM's Data Structures
« on: August 01, 2011, 10:12:03 am »
Stop fighting over nothing. It works and works great. If somebody does have problems with the few inconsistencies, then we will look into fixing that. Until then - speed and efficiency over compatibility.
1646
General ENIGMA / Re: Questions on EDL and ENIGMA
« on: July 19, 2011, 04:22:40 pm »
Check to-do in wiki or more importantly, check the unimplemented functions list. Then see if you can implement any of them. http://www.alasdairmorrison.com/enigmaexamples/MissingFunctions.php
You can also check out IRC : http://enigma-dev.org/docs/Wiki/IRC
And last but not least, you can try to document functions in wiki, but that needs to be standardized first, so maybe later.
You can also check out IRC : http://enigma-dev.org/docs/Wiki/IRC
And last but not least, you can try to document functions in wiki, but that needs to be standardized first, so maybe later.
1647
Function Peer Review / Re: GM's Data Structures
« on: July 17, 2011, 11:01:53 am »
They are pretty short so I doubt there is much room for optimization. Just check if they all work, and if they do, then feel free to commit. Just want to know if this will be as an extension or built in. I don't actually get how ENIGMAS extensions function right now, because you cant actually select which ones you want and which you don't want. My curve and spline drawing functions also were meant as an extension, but it ended up in the main build.
1648
General ENIGMA / Re: Questions on EDL and ENIGMA
« on: July 11, 2011, 07:28:36 am »Quote
"would not of asked"If you type it that way then it doesn't. When I type (or pronounce) wouldn't then it seems correct. So now I will think of the long version when typing.
1649
General ENIGMA / Re: Questions on EDL and ENIGMA
« on: July 10, 2011, 03:31:25 pm »
If I knew the point I wouldn't of asked (ergo - no question mark would of been used). And by point I meant point of your date/time comparison. But this offtopic as it is.
1650
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: July 10, 2011, 07:52:15 am »Quote
valign == fa_top ? y : valign == fa_middle ? y - string_height(str)/2 : y - string_height(str)That's basically what I did, though I typed the whole if statement. Does it actually increase speed with using the shorter if statement then the long one?
The end code is this:
Code: [Select]
void draw_text(int x,int y,string str)
{
font *fnt = fontstructarray[currentfont];
if (bound_texture != fnt->texture)
glBindTexture(GL_TEXTURE_2D, bound_texture = fnt->texture);
int yy = valign == fa_top ? y+fnt->yoffset : valign == fa_middle ? y +fnt->yoffset - string_height(str)/2 : y + fnt->yoffset - string_height(str);
if (halign == fa_left){
int xx = x;
glBegin(GL_QUADS);
for (unsigned i = 0; i < str.length(); i++)
{
if (str[i] == '\r')
xx = x, yy += fnt->height, i += str[i+1] == '\n';
else if (str[i] == '\n')
xx = x, yy += fnt->height;
else if (str[i] == ' ')
xx += fnt->height/3; // FIXME: what's GM do about this?
else
{
fontglyph &g = fnt->glyphs[(unsigned char)(str[i] - fnt->glyphstart) % fnt->glyphcount];
glTexCoord2f(g.tx, g.ty);
glVertex2i(xx + g.x, yy + g.y);
glTexCoord2f(g.tx2, g.ty);
glVertex2i(xx + g.x2, yy + g.y);
glTexCoord2f(g.tx2, g.ty2);
glVertex2i(xx + g.x2, yy + g.y2);
glTexCoord2f(g.tx, g.ty2);
glVertex2i(xx + g.x, yy + g.y2);
xx += g.xs;
}
}
glEnd();
}else{
int xx = halign == fa_center ? x-string_width_line(str,0)/2 : x-string_width_line(str,0), line = 0;
glBegin(GL_QUADS);
for (unsigned i = 0; i < str.length(); i++)
{
if (str[i] == '\r'){
line +=1, yy += fnt->height, i += str[i+1] == '\n';
xx = halign == fa_center ? x-string_width_line(str,line)/2 : x-string_width_line(str,line);
}else if (str[i] == '\n'){
line +=1, yy += fnt->height;
xx = halign == fa_center ? x-string_width_line(str,line)/2 : x-string_width_line(str,line);
}else if (str[i] == ' ')
xx += fnt->height/3; // FIXME: what's GM do about this?
else
{
fontglyph &g = fnt->glyphs[(unsigned char)(str[i] - fnt->glyphstart) % fnt->glyphcount];
glTexCoord2f(g.tx, g.ty);
glVertex2i(xx + g.x, yy + g.y);
glTexCoord2f(g.tx2, g.ty);
glVertex2i(xx + g.x2, yy + g.y);
glTexCoord2f(g.tx2, g.ty2);
glVertex2i(xx + g.x2, yy + g.y2);
glTexCoord2f(g.tx, g.ty2);
glVertex2i(xx + g.x, yy + g.y2);
xx += g.xs;
}
}
glEnd();
}
}
Quote
But no one really cares if you abbreviateThat's not an abbreviation, I just thought its how its spelled. The word thou is a second person singular pronoun in English.
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