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2372
Off-Topic / Re: What the crap YYG??
« on: September 08, 2013, 12:57:26 pm »
No, Harri, I mean they were talking about that a while ago, I think it was on True Valhalla's Game Maker blog too, they were like just recently hurting for profits or something.
2373
Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 12:28:21 pm »
Oh, no problem, well at least I added it for Windows now too!
2374
Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 12:25:50 pm »
@intygamer/Harri here I implemented it for Windows, somebody please merge my pull request on GitHub...
https://github.com/enigma-dev/enigma-dev/pull/384
https://github.com/enigma-dev/enigma-dev/pull/384
2375
General ENIGMA / Re: Interpolate Colors Between Pixels
« on: September 08, 2013, 12:05:51 pm »
Well, Harri, to expand on this further, they added 3 checkboxes to sprites and backgrounds, and they are...
Tile Horizontally: [ ]
Tile Vertically : [ ]
Used for 3D: [ ]
My intention is to completely disregard all of this. Anytime draw_sprite() draw_background() draw_text() or other 2D functions are called they are batched into your global VBO which automatically forces clamping, as I have added in this commit.
https://github.com/enigma-dev/enigma-dev/pull/384
Because it was causing a green 1 px border around the gun sprite in the FPS tutorial. All I do is memorize the state of texture repetition and then restore it afterwards, I added the same code for Direct3D but I don't think its needed because I believe their sprite batcher I am using also forces texture clamping. I am not about to go clusterfucking the IDE with useless options, if somebody wants texture repetition for 2D they'd have to use draw_primitive() anyway.
But at any rate Harri, everything is good for OpenGL 3 and Direct3D 9, to fix it in OpenGL 1, the solution is simple, and what I would prefer, I would like you to move your 2D batcher over there and switch it to use Vertex Arrays instead since they are OGL 1.1 and polygonz can at least use them. I don't want anything of the immediate mode glBegin()/End() stuff in our code.
But yes, I am not sure if the 1px padding of font glyphs should be done by ENIGMA or the IDE, what do you think Harri?
Tile Horizontally: [ ]
Tile Vertically : [ ]
Used for 3D: [ ]
My intention is to completely disregard all of this. Anytime draw_sprite() draw_background() draw_text() or other 2D functions are called they are batched into your global VBO which automatically forces clamping, as I have added in this commit.
https://github.com/enigma-dev/enigma-dev/pull/384
Because it was causing a green 1 px border around the gun sprite in the FPS tutorial. All I do is memorize the state of texture repetition and then restore it afterwards, I added the same code for Direct3D but I don't think its needed because I believe their sprite batcher I am using also forces texture clamping. I am not about to go clusterfucking the IDE with useless options, if somebody wants texture repetition for 2D they'd have to use draw_primitive() anyway.
But at any rate Harri, everything is good for OpenGL 3 and Direct3D 9, to fix it in OpenGL 1, the solution is simple, and what I would prefer, I would like you to move your 2D batcher over there and switch it to use Vertex Arrays instead since they are OGL 1.1 and polygonz can at least use them. I don't want anything of the immediate mode glBegin()/End() stuff in our code.
But yes, I am not sure if the 1px padding of font glyphs should be done by ENIGMA or the IDE, what do you think Harri?
2376
Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 11:59:04 am »
@Harri, I added for Linux, I'll commit it for Windows too.
https://github.com/enigma-dev/enigma-dev/search?q=keyboard_string&ref=cmdform
@intygamer, your on Windows right? or are you on Linux? Because it should work on Linux I have to go add it right now for Windows.
https://github.com/enigma-dev/enigma-dev/search?q=keyboard_string&ref=cmdform
Code: [Select]
enigma_user::keyboard_string += enigma_user::keyboard_lastchar;
if (enigma::last_keybdstatus[actualKey]==1 && enigma::keybdstatus[actualKey]==0) {
@intygamer, your on Windows right? or are you on Linux? Because it should work on Linux I have to go add it right now for Windows.
2377
Off-Topic / Re: What the crap YYG??
« on: September 08, 2013, 11:55:05 am »
Harri, but thats just it they aren't seeling Game Maker. I've discussed this before and DaSpirit kind of touched on it as well, their business model works like a pyramid scheme. Basically back when they launched the sandbox they had a huge influx of new game maker users and customers and it was flooded with crap, those numbers started to dwindled and eventually collapsed to its current user base which was not enough for YYG's sustainability in profits/etc. So they came up with the garbage they are selling now with very similar schemes in selling the product.
DaSpirit there makes another excellent point as well, one could also make a false advertising claim against them.
Daz, from what I heard they are straight up tracking everything its full of spyware.
DaSpirit there makes another excellent point as well, one could also make a false advertising claim against them.
Daz, from what I heard they are straight up tracking everything its full of spyware.
2378
General ENIGMA / Re: Force Software Vertex Processing
« on: September 07, 2013, 09:26:31 pm »
I do this from time to time for other developers such as Harri, forthevin and others to be aware of things, and also to remind myself to tell Josh.
2379
Issues Help Desk / Re: keyboard_string command
« on: September 07, 2013, 09:20:08 pm »
....
Ok, so that explains why it isn't working on Linux after I thought I fixed it. Remove string() from around it. Also get_string requires you set Build->Settings and set the widget system under "API"
If removing string() don't fix your problem I will make an attempt at fixing it from Windows. Also Linux is not called "Linux" under SHELL/platforms it is called "Xlib"
Ok, so that explains why it isn't working on Linux after I thought I fixed it. Remove string() from around it. Also get_string requires you set Build->Settings and set the widget system under "API"
If removing string() don't fix your problem I will make an attempt at fixing it from Windows. Also Linux is not called "Linux" under SHELL/platforms it is called "Xlib"
2380
General ENIGMA / Interpolate Colors Between Pixels
« on: September 07, 2013, 09:17:59 pm »
This is the fucked up most god damn son of a bitch of an option ever.
So basically, it is the equivalent of texture_set_interpolation(true); and is used to smoothly scale sprites and shit, but *ahem* can cause things to look blurry. Basically anyone who would say that doesn't understand the actual operation the sampler performs.
At any rate, this is where the texture options for sprites and backgrounds come into play in Studio, the Tile: Vertically/Horizontally options control UV wrapping but not W.
Basically that lets you use texture_set_interpolation(true); on a draw_sprite(); call without the problem of the sampler interpolation nearby pixels from other textures causing planar edge artifacts.
I will implement that, but I am also going to implement the function, that option is specific to Direct3D under the Windows tab in Studio.
Quote
Interpolate Colors Between Pixels - Turns on interpolation, which basically "smooths" pixels. for crisp pixel graphics, it should be off, but if you have nice alpha blends and smoothed edge graphics it is better left on.
So basically, it is the equivalent of texture_set_interpolation(true); and is used to smoothly scale sprites and shit, but *ahem* can cause things to look blurry. Basically anyone who would say that doesn't understand the actual operation the sampler performs.
At any rate, this is where the texture options for sprites and backgrounds come into play in Studio, the Tile: Vertically/Horizontally options control UV wrapping but not W.
Basically that lets you use texture_set_interpolation(true); on a draw_sprite(); call without the problem of the sampler interpolation nearby pixels from other textures causing planar edge artifacts.
Quote
Force Software Vertex Processing - This forces GameMaker:Studio to use the CPU for all graphics and is only recommended if there are compatibility issues with older machines.
I will implement that, but I am also going to implement the function, that option is specific to Direct3D under the Windows tab in Studio.
2381
Off-Topic / Re: What the crap YYG??
« on: September 07, 2013, 07:32:38 pm »
Yes guys, no need to point the finger at each other, here, we have a chance to change things for the better.
2382
General ENIGMA / Re: The Times They Are A Changin'
« on: September 07, 2013, 06:42:24 pm »
@TKG that is provided you switch the code in AddCube to d3d_model_block from what they had, so my model batcher handles it instead of just a huge fuck triangle list.
2383
Off-Topic / Re: What the crap YYG??
« on: September 07, 2013, 06:05:07 pm »
@daz I disagree I don't really think there is anything to chill out about when they are asking around 800$ for their software now and its just bug riddled crap...
I swear everytime I open this thing something goes wrong, I honestly have no idea how in the hell people are even using it.
I swear everytime I open this thing something goes wrong, I honestly have no idea how in the hell people are even using it.
2384
Issues Help Desk / Re: Just some observations and questions
« on: September 07, 2013, 02:43:24 pm »
Howdy, I am glad to hear you had such a pleasant set up experience, seems that our recent fixes to installation problems have been an improvement. But yes MinGW does not like spaces, we have tried to put failsafes where we can but it just does not wanting to go in a path where there are spaces.
Now the Berkeley Sockets networking system does require the Curl headers for HTTP functions. You should simply be able to download them and stick them in the folder, I don't know because I have not tested it on Windows yet. On Linux it is just one terminal command to install the headers and it runs fine. If you do not need HTTP functions but just regular networking for games, you can remove the #include and the function that uses that header.
Now the Berkeley Sockets networking system does require the Curl headers for HTTP functions. You should simply be able to download them and stick them in the folder, I don't know because I have not tested it on Windows yet. On Linux it is just one terminal command to install the headers and it runs fine. If you do not need HTTP functions but just regular networking for games, you can remove the #include and the function that uses that header.
2385
General ENIGMA / Re: The Times They Are A Changin'
« on: September 07, 2013, 02:36:58 pm »
Hey guys just to update you again on this, I rewrote the cubes to use flat shading as was requested and switched it to my triangle fan batcher...
ENIGMA now out performs Studio by nearly 200 frames per second, the RAM usage went down to 45,000K
ENIGMA now out performs Studio by nearly 200 frames per second, the RAM usage went down to 45,000K
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