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991
Issues Help Desk / Re: Some issues from a new member
« on: April 24, 2014, 05:31:26 pm »I was found ENIGMA by mistake
Yeah some mistakes in life are beneficial
I found it through the GMC forum, oddly enough lol.
I don't remember how it could have been by a posting from one of its authors too Some of them got banned there ! They cannot stand reason and being told how something should be done and how not to mess up ENIGMA was started by actual GM users and who were once active in GMC from what I know, so I guess we should all thank YoYoGames for ENIGMA, without them there would not be an ENIGMA !
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Immediately i recognize the potentials,
I think I might have had a hard-on first time I read about ENIGMA It still has some ways to go,but I can clearly see the few left to handle it are doing their very best and they do things right. They are just understaffed at the moment, and after all this is a free project.
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me for a long time. Maybe start coding again I am a bit of jack of all trade. a bit basic, pascal, c, asm,... but never go deep water, just learned what i was
We are in the same boat. I used to do programming, big time when I had time and really liked it, I learned most on my own. I too did BASIC, who didn't Mastered it, also PASCAL (in school ) I didn't do any C....The only C++ I am learning is with ENIGMA and barely getting into it. ASM I did too. Then I guess work and busy life, stress, etc, I dropped all that, scheduling not permitting. But now starting to get my feet wet again.
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needed that period. but also i am rusty in term of programming, so at first we do simple steps, who knows might ride a bicycle again
Well I am rusty too so much that my body aches lol.
So let's both break the rusty and get busy and let's keep this forum alive and Robert & Co. busy
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Maybe enigma make me do some diving, who knows, depends all to the mood and free time ofc.
Don't get too cocky though you might land straight on your head Understand there are currently still some limitations and issues with ENIGMA. Luckily it's functional enough to do lots still
but don't expect 100% compatibility. There are still certain things that need tweaking.
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One thing i know about everything, a strong base make a fine and secure building. ENIGMA start like one, now lets start making some bricks, by giving examples, engines features or by simple addons that will make ENIGMA work easier
Maybe you can help them further develop / fix ENIGMA, they are always looking for people to help and contribute. I wish I could but I lack the coding skill, not into C++. Maybe if ENIGMA gets a version written in BASIC! lol!
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PS: my last GM was GM 6.1. after that i stop working with it, maybe support the forum by some help, libraries, scripts, but that's it and after awhile stop completely.
Oh! You haven't used GMS ? Things have gone a long way from GM6.1...Performance improvements, proper full screen handling, physics and other new additions, however, they also introduced so much crap too and derailed.
Remember back in the GM5-6 days people were day dreaming about one day if it were possible to compile C++ instead of using an interpreter / runner.... and I remember people getting orgasms on the thought of having their game COMPILED, and the usual response was it would be impossible or unlikely or too much work. So if you used GM6 you are probably familiar with the performance issues if you made your games too complex. I purchased version 7, 8.1 and GMS, and the buck stopped there ! Some people suggested I use pirated versions of GMS Master, but that's not me, and not even worth the wasted magnetic particles lol, and somehow ENIGMA was introduced through reading posts from disgruntled GMC members.
992
Issues Help Desk / Re: Some issues from a new member
« on: April 24, 2014, 01:54:49 pm »
BTW, I noticed you have a Phenom II x4 965, that was my last processor and the last ever decent made AMD CPU for games. Really good CPU, never disappoint me.
I too like to experiment and program and learn as I go. It gets those brain cells working and exercising, and with ENIGMA, you will be working those cells over time but luckily the developers here are respectful of members and listen to you.
Yes scripts is what I do too for my own games / purposes. I too would like to write stuff in ENIGMA from scratch, that is what I aim to do, writing scripts for game handling, dynamic resource handling, compression, single file resources, text scripts, effects, etc. so that I use them in my own games.
You can do all that in ENIGMA and even more too. There are things supported in ENIGMA that are NOT in CrapMakerStudio. You will soon discover as you read and experiment.
There is support for video playback (directshow), so you can have your own cut scenes, something that was removed by YYG!!! you have other exclusive goodness as well. some might be better explained to you by the developers themselves.
But remember there are things that work differently in ENIGMA, you will have to get used to them. They use an extension system where you can enable/disable individually. Some game functions will require you enable some extensions for them to work. In other cases you might want to disable them to further optimize your game. Something very deficient in YYG, which is why their files are bigger.
Also with sounds here, they are not mangled like with YYG that compresses EVERYTHING regardless of the format. Here you can use MP3, WAV, OGG natively (OpenAL), they will be used as such in your game and not transformed in any way.
Oh and if you find bugs or stuff that don't work be sure to post it - to keep them busy !
but keep in mind it does not guarantee things will be fixed or addressed in a timely manner as they are quite busy.
In my opinion, and I stress, IN MY OPINION, I think the Game Maker project was acquired by the WRONG people. They completely changed the whole purpose of that software and turned it into some overly expensive limited junk with so many flaws and poor implementations of stuff. What bloody $800 software does not support video handling functions, that is standard feature you see on all other RAD/Game Making tools !!! and the list goes on and on.
and now with v1.3 and people complaining of slow downs in their games........and too many issues that keep piling up.
So since we both came from GMC, if you don't mind me asking, what inspired you to come to ENIGMA ? To me it was YYG's attitude and how they respond to the community, the directions they are taking, and the ridiculous shitless excuses they gave for removing functions from windows .... I don't like being taken for a fool so they are not getting anymore of my money. What about you?
I too like to experiment and program and learn as I go. It gets those brain cells working and exercising, and with ENIGMA, you will be working those cells over time but luckily the developers here are respectful of members and listen to you.
Yes scripts is what I do too for my own games / purposes. I too would like to write stuff in ENIGMA from scratch, that is what I aim to do, writing scripts for game handling, dynamic resource handling, compression, single file resources, text scripts, effects, etc. so that I use them in my own games.
You can do all that in ENIGMA and even more too. There are things supported in ENIGMA that are NOT in CrapMakerStudio. You will soon discover as you read and experiment.
There is support for video playback (directshow), so you can have your own cut scenes, something that was removed by YYG!!! you have other exclusive goodness as well. some might be better explained to you by the developers themselves.
But remember there are things that work differently in ENIGMA, you will have to get used to them. They use an extension system where you can enable/disable individually. Some game functions will require you enable some extensions for them to work. In other cases you might want to disable them to further optimize your game. Something very deficient in YYG, which is why their files are bigger.
Also with sounds here, they are not mangled like with YYG that compresses EVERYTHING regardless of the format. Here you can use MP3, WAV, OGG natively (OpenAL), they will be used as such in your game and not transformed in any way.
Oh and if you find bugs or stuff that don't work be sure to post it - to keep them busy !
but keep in mind it does not guarantee things will be fixed or addressed in a timely manner as they are quite busy.
In my opinion, and I stress, IN MY OPINION, I think the Game Maker project was acquired by the WRONG people. They completely changed the whole purpose of that software and turned it into some overly expensive limited junk with so many flaws and poor implementations of stuff. What bloody $800 software does not support video handling functions, that is standard feature you see on all other RAD/Game Making tools !!! and the list goes on and on.
and now with v1.3 and people complaining of slow downs in their games........and too many issues that keep piling up.
So since we both came from GMC, if you don't mind me asking, what inspired you to come to ENIGMA ? To me it was YYG's attitude and how they respond to the community, the directions they are taking, and the ridiculous shitless excuses they gave for removing functions from windows .... I don't like being taken for a fool so they are not getting anymore of my money. What about you?
993
Issues Help Desk / Re: Some issues from a new member
« on: April 24, 2014, 12:11:28 pm »
Wow, couldn't have come at a better time Particles was something talked about lots lately and was fixed very recently and working now
Keep in mind that ENIGMA is still being developed and improved, it is understaffed atm and the people who are taking care of it are quite busy and will work on the project on their own free time. It is not 100% compatible to GMS yet, (and it is not such a bad thing LOL ) and there are certain things / bugs to sort out, but they are getting taken care of surprisingly much faster than YYG trails on forever
I know how you feel, I too was excited joining ENIGMA and saw the potential right away. First thing you will notice is what GMS should have been day 1.......COMPILED ! And ENIGMA produces EXE far smaller and faster than the YYC ! But as you will discover eventually there might be certain things you might not be able to do yet or issues, you can report those in issues / helpdesk / tracker. From the time I joined here and today lots have been fixed ! Quite bloody amazing if you ask me, I wish YOYO GAMES that is far more staffed and takes our money, was more receptive to people !
Keep in mind that ENIGMA is still being developed and improved, it is understaffed atm and the people who are taking care of it are quite busy and will work on the project on their own free time. It is not 100% compatible to GMS yet, (and it is not such a bad thing LOL ) and there are certain things / bugs to sort out, but they are getting taken care of surprisingly much faster than YYG trails on forever
I know how you feel, I too was excited joining ENIGMA and saw the potential right away. First thing you will notice is what GMS should have been day 1.......COMPILED ! And ENIGMA produces EXE far smaller and faster than the YYC ! But as you will discover eventually there might be certain things you might not be able to do yet or issues, you can report those in issues / helpdesk / tracker. From the time I joined here and today lots have been fixed ! Quite bloody amazing if you ask me, I wish YOYO GAMES that is far more staffed and takes our money, was more receptive to people !
994
Proposals / Re: Some ideas from a new member
« on: April 24, 2014, 03:57:21 am »Hope this project continued cause i like to 'play' with type of programs
Also yoyo is a coin vampire I would like to see an open source program become an alternative or better
Well it already is in many ways, still needs some retouch and fixing, but for the most part it has many advantages to offer.
Also coin vampire lol, yeah that's one polite way of putting it. They lost me when they started allegedly disrespecting their customers, breaking and messing up, deprecating functions for STUPID, LAZY, UNWARRANTED reasons, charging a staggering 3 figure for something that should have been part of GMS from the beginning, charging 3 figure even if you only want a Windows YYC, you still have to pay for 3 modules since the price includes 3 YYC exports ! HOW LAZY IS THAT ... they should charge for what you use......but they instead bundled it......and even that has many issues. It's ok that a company wants to make money, but they got to deliver, they don't !
They come up with new ideas and features most of the time poorly implemented and real buggy and despite that release it as stable !
I feel sorry for the peeps who spent $300 for the YYC module.......... Luckily I was warned that it allegedly sucked and not all that was hyped to be.
So I think you came to the right place.
995
Programming Help / Re: How do I do AI path finding in ENIGMA ? A*
« on: April 24, 2014, 03:17:35 am »
Thanks but could you please take a look at my code (the one I uploaded in my post) and tell me what I did wrong ?
In my own example I did exactly as I should and nothing moves.
Thanks.
In my own example I did exactly as I should and nothing moves.
Thanks.
996
Issues Help Desk / Physics does not work at all
« on: April 23, 2014, 11:33:56 pm »
Physics is broken it seems.
Tried enabling box2d, studio physics, etc. nothing works.
When enabling studio physics I get this:
Also I have set my project right and done all that should be done to set physics, object, room, only thing is the collision shape tab when clicked does nothing. In Studio a new window pops up where you set your points, in ENIGMA nothing happens.
Tried enabling box2d, studio physics, etc. nothing works.
When enabling studio physics I get this:
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Building for mode (0)
Cleaning up from previous executions
- Cleared parsed objects
- Cleared room entries
- Cleared shared locals list
- Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 498425b0
Copying resources:
Copying sprite names [1]
Copying sound names
Copying background names
Copying path names
Copying script names
Copying shader names
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented ]
Copying object names [1]
Copying room names [1]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
1 Objects:
obj_0: 12 events:
Event[4]: Parsing 1 sub-events:
Check `obj_0::collision_0... Done. Parse... Done.
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `mingw32-make.exe'
Full command line: mingw32-make.exe Game WORKDIR="C:/ProgramData/ENIGMA/" GMODE=Run GRAPHICS=Direct3D9 AUDIO=OpenAL COLLISION=None WIDGETS=None NETWORKING=None PLATFORM=Win32 CXXFLAGS="-I../Additional/i686-w64-mingw32/include" COMPILEPATH="Windows/Windows" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Box2D Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/StudioPhysics Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="d:/tmp/egm4391669883938663407.exe" eTCpath=""
mingw32-make.exe -C ENIGMAsystem/SHELL
mingw32-make.exe[1]: Entering directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Audio_Systems/OpenAL/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Bridges/Win32-Direct3D9/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/None/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D9/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Alarms/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Box2D/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DataStructures/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DateTime/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/StudioPhysics/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Timelines/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Widget_Systems/None/
g++ -I../Additional/i686-w64-mingw32/include -IPlatforms/Win32/Info -IGraphics_Systems/Direct3D9/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/None/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/StudioPhysics/SB2Dfunctions.o Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp
In file included from ../Additional/i686-w64-mingw32/include/Box2D/Common/b2Draw.h:22:0,
from ../Additional/i686-w64-mingw32/include/Box2D/Box2D.h:35,
from Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:36:
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h: In function 'bool b2IsValid(float32)':
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h:28:41: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
int32 ix = *reinterpret_cast<int32*>(&x);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_world_gravity(int, double, double)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:154:13: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_world(sb2dworld, index);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:89:20: note: in definition of macro 'get_world'
worldInstance* w = worlds[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_world_update(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:161:13: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_world(sb2dworld, index);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:89:20: note: in definition of macro 'get_world'
worldInstance* w = worlds[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_world_update_settings(int, double, int, int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:168:13: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_world(sb2dworld, index);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:89:20: note: in definition of macro 'get_world'
worldInstance* w = worlds[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'int enigma_user::physics_fixture_create()':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:216:1: warning: no return statement in function returning non-void [-Wreturn-type]
}
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_bind(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:221:15: warning: unused variable 'sb2dfixture' [-Wunused-variable]
get_fixture(sb2dfixture, id);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_set_collision_group(int, int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:231:15: warning: unused variable 'sb2dfixture' [-Wunused-variable]
get_fixture(sb2dfixture, id);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_set_transform(int, double, double, double)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:303:73: error: 'cs_angular_degrees' was not declared in this scope
sb2dfixture->body->SetTransform(b2Vec2(x, y), cs_angular_degrees(angle));
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_set_angle(int, double)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:315:93: error: 'cs_angular_degrees' was not declared in this scope
sb2dfixture->body->SetTransform(sb2dfixture->body->GetPosition(), cs_angular_degrees(angle));
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'double enigma_user::physics_fixture_get_angle(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:408:59: error: 'cs_angular_radians' was not declared in this scope
return -cs_angular_radians(sb2dfixture->body->GetAngle());
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_apply_force(int, double, double, double, double, bool)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:458:37: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < fixtures.size(); i++)
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:457:15: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_fixture(sb2dworld, world);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_apply_impulse(int, double, double, double, double, bool)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:470:37: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < fixtures.size(); i++)
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:469:15: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_fixture(sb2dworld, world);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'double enigma_user::physics_fixture_get_angle(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:409:1: warning: control reaches end of non-void function [-Wreturn-type]
}
^
g++ -I../Additional/i686-w64-mingw32/include -IPlatforms/Win32/Info -IGraphics_Systems/Direct3D9/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/None/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/SHELLmain.o SHELLmain.cpp
In file included from ../Additional/i686-w64-mingw32/include/Box2D/Common/b2Draw.h:22:0,
from ../Additional/i686-w64-mingw32/include/Box2D/Box2D.h:35,
from ./Universal_System/Extensions/Box2D/B2Dfunctions.h:24,
from ./Universal_System/Extensions/Box2D/include.h:29,
from C:/ProgramData/ENIGMA/API_Switchboard.h:41,
from SHELLmain.cpp:54:
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h: In function 'bool b2IsValid(float32)':
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h:28:41: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
int32 ix = *reinterpret_cast<int32*>(&x);
^
In file included from C:/ProgramData/ENIGMA/API_Switchboard.h:49:0,
from SHELLmain.cpp:54:
./Universal_System/Extensions/StudioPhysics/implement.h: In member function 'void enigma::extension_studiophysics::studiophysics_update()':
./Universal_System/Extensions/StudioPhysics/implement.h:28:24: error: 'worldInstance' was not declared in this scope
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:38: error: template argument 1 is invalid
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:38: error: template argument 2 is invalid
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: invalid type in declaration before 'it'
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: invalid use of qualified-name '::iterator'
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: expected ';' before 'it'
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: 'it' was not declared in this scope
./Universal_System/Extensions/StudioPhysics/implement.h:28:55: error: 'worlds' was not declared in this scope
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:89: error: expected ')' before ';' token
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:91: error: 'it' was not declared in this scope
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:95: error: expected ';' before ')' token
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
mingw32-make.exe[1]: Leaving directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe: *** [Game] Error 2
Also I have set my project right and done all that should be done to set physics, object, room, only thing is the collision shape tab when clicked does nothing. In Studio a new window pops up where you set your points, in ENIGMA nothing happens.
997
Programming Help / How do I do AI path finding in ENIGMA ? A*
« on: April 23, 2014, 10:57:30 pm »
Ok it was established already that the D&D follow object avoiding does not work as it should in ENIGMA, first discovered by TKG, object tries to follow but as soon as it hits an object it stops.
So another alternative and preferred method is through the grid system.
Does the mp grid and path finding work in ENIGMA ? I read that A* works in ENIGMA. Could not got it to work here,
could someone help with this ? how do I set it up?
I uploaded this quick test I made, and the code I used.
I put it in create, also tried it in step, same thing, but I know this should be put in create and not step.
Could someone take a look and let me know. The red squares should find a path and move, nothing happens.
Everything compiles fine, no errors. and yes MP extension is enabled.
https://www.dropbox.com/s/z4q5ht41uhhzho2/MPTest1.egm
So another alternative and preferred method is through the grid system.
Does the mp grid and path finding work in ENIGMA ? I read that A* works in ENIGMA. Could not got it to work here,
could someone help with this ? how do I set it up?
I uploaded this quick test I made, and the code I used.
I put it in create, also tried it in step, same thing, but I know this should be put in create and not step.
Could someone take a look and let me know. The red squares should find a path and move, nothing happens.
Everything compiles fine, no errors. and yes MP extension is enabled.
https://www.dropbox.com/s/z4q5ht41uhhzho2/MPTest1.egm
998
Off-Topic / Re: Environment Variables are Windows Only
« on: April 23, 2014, 04:57:34 pm »Do you know how many games even use environment variables? It's about 100% less than you think.
Good old DOS games lol !
999
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 02:16:57 pm »No look closely the m is fucking up for me, where as the number 1 is fucking up for you. Which is wierd, but it's doing it in D3D9 for both of us.
Anyway, draw_self is documented.
http://enigma-dev.org/docs/Wiki/Draw_self
For some reason it is listed on the Sprite Functions page.
http://enigma-dev.org/docs/Wiki/Sprite_Functions
Ok made further tests today, I managed to fix it, well sort of.
If you use the draw_text plain without specifying fonts, it will exhibit weird shit.
So I went in and added a font resources in LGM, inputed Image Alpha:0123456789
and saved.
In Create event I added the line
draw_set_font(font_0);
(Since font_0 is the name I used in this example).
Setting up and specifying fonts made it work and display properly.
I hope this gives you some clues as to how to fix the problem.
It's funny that in OGL you don't specify a font and it works.
Perhaps an issue with default settings of something?
Hope this helps.
Just would like to add that with his original fix DX9 was working for particles.
the blank dx9 for parts only occurred during latest changes.
1000
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 02:14:10 pm »Yes, you need to draw the sprite when using the draw event. This has been true since the very beginning of GM (I guess version 1.0) and is clearly documented.
I only started using GM at version 7, but used it more officially since GM8. Previous to that I was aware of GM5/6, and wasn't GM1 an animation program and not actually a GM tool ?
When I didn't see the sprite I somehow remembered reading somewhere about this and applied it. I don't recall ever using draw self in GM8.1.
Also, if using Draw GUI instead of Draw, you don't need draw_self
Quote
So you just hallucinated previously. So testing with DX11 is not required as you will not ever see anything until it's properly finished (which can be in a time frame from "a month" to "never").
I'm sure nobody is in a rush to use DX11 anyway And no I did not hallucinate, not reached that stage yet lol. Perhaps it was automatically reverting to DX9 ? I'm quite sure I saw drawing on ALL engines, because originally when I first used ENIGMA I was curious to experiment with all systems, and sure I used all gfx systems and they all worked.
1001
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 04:04:41 am »
So you are telling me it works on your end.
What about the draw_self()
it is not documented on the wiki
What about the draw_self()
it is not documented on the wiki
1002
Off-Topic / Re: Environment Variables are Windows Only
« on: April 23, 2014, 04:00:41 am »
lmao!
Someone should post this on their forum
Someone should post this on their forum
1003
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 02:13:48 am »
Nope that's not what I meant lol and sorry for confusing you I thought I had explained it well
Yes I noticed the scientific shit but I figured why, and so I did not mention it
Re-read my post.
the last few bytes don't display properly.
should have posted a screenshot
Run my EGM and raise the alpha way up to 1, look at how 1 is displayed - in dx9 it does not show "1" but some garbled text.
the last letter in alpha (the a is garbled too).
In OGL it renders fine.
Here is the screenshot:
I underlined the part I am talking about
it is supposed to read image alpha: 1
Clearly that weird letter at the end is not an a, and that 1 is not a 1.
in OGL it displays fine.
Only does this in DX.
Did you run my EGM file ?
Was I right to add draw_self(); in draw event after the draw_text ? That's the only
thing that allows the sprite to display properly, otherwise only the text gets drawn and no sprite, and yes even without the draw self the text still exhibits the bug.
Also draw_self() is not listed on your wiki.
Yes I noticed the scientific shit but I figured why, and so I did not mention it
Re-read my post.
the last few bytes don't display properly.
should have posted a screenshot
Run my EGM and raise the alpha way up to 1, look at how 1 is displayed - in dx9 it does not show "1" but some garbled text.
the last letter in alpha (the a is garbled too).
In OGL it renders fine.
Here is the screenshot:
I underlined the part I am talking about
it is supposed to read image alpha: 1
Clearly that weird letter at the end is not an a, and that 1 is not a 1.
in OGL it displays fine.
Only does this in DX.
Did you run my EGM file ?
Was I right to add draw_self(); in draw event after the draw_text ? That's the only
thing that allows the sprite to display properly, otherwise only the text gets drawn and no sprite, and yes even without the draw self the text still exhibits the bug.
Also draw_self() is not listed on your wiki.
1004
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 10:50:35 pm »
Oh my ! what a mess where do I begin
There are things not working right, but first:
1) Tested particles, they work in OGL1 and OGL3 same speed as last bench. DX11 displays black blank screen and so does DX9 !, DX9 worked for particles before.
and I could have sworn DX11 did it does not matter, I know DX9 did. So no Harri, particles do not work even in DX9. Blank screen, so does DX11.
NOW other than particles I found other bugs in ENIGMA;
Here is what I have set up.
1 sprite ( a block square 64x64)
1 object
1 room
1 instance placed in room
keyboard up increases image alpha by .5
keyboard down decreases image alpha by .5
draw event draw text "image alpha: " and the value of image alpha.
In DX9, the word image alpha is not displayed correctly on screen, the last few characters are gibberish, but strangely I can see the numbers increasing but when it arrives at 1, the 1 does not display correctly.
In OGL1, the text is displayed correctly.
But that's not all...... When increasing/decreasing with keyboard I can see the draw text change but there is no sprite being shown on screen ! Not when there is a draw event.
If I were to remove the draw event completely,
the up/down would control image alpha and the white square would fade in/out and display correctly.
I'm assuming draw text can only be placed in draw events right ?
The only way to make it work is using draw GUI
instead of draw....why ? The square is fixed and not moving.
I am including my project
https://www.dropbox.com/s/hfdikmyxqz7yw92/ImageAlpha1.egm
I explained all the repro steps above.
by default I set it at DX9, when you run it
pay close attention to how image alpha is displayed
on the screen. use up / down, you notice
nothing is shown on screen, there should be a white square !
Now use OGL 1.1, text is displayed properly, still no white square.
Now delete draw event (don't just remove the draw text code but delete the draw event completely as leaving draw event blank will also cause the white box not to show !
Once you delete draw event, run and use up/down, the white square fades in/out and displays fine.
So we have 2 problems here.
oh I forgot to add this in, before I get asked, yes I deleted the programdata and temp folders and re-installed ENIGMA using the latest portable!
// update:
Ok figured out why the sprite was invisible when draw event is used, forgot the draw_self();
Please add draw_self(); to the draw event
after the draw text. This function is not even documented or even mentioned in the wiki
The other issue with text not displaying right still stands, in DX9.
There are things not working right, but first:
1) Tested particles, they work in OGL1 and OGL3 same speed as last bench. DX11 displays black blank screen and so does DX9 !, DX9 worked for particles before.
and I could have sworn DX11 did it does not matter, I know DX9 did. So no Harri, particles do not work even in DX9. Blank screen, so does DX11.
NOW other than particles I found other bugs in ENIGMA;
Here is what I have set up.
1 sprite ( a block square 64x64)
1 object
1 room
1 instance placed in room
keyboard up increases image alpha by .5
keyboard down decreases image alpha by .5
draw event draw text "image alpha: " and the value of image alpha.
In DX9, the word image alpha is not displayed correctly on screen, the last few characters are gibberish, but strangely I can see the numbers increasing but when it arrives at 1, the 1 does not display correctly.
In OGL1, the text is displayed correctly.
But that's not all...... When increasing/decreasing with keyboard I can see the draw text change but there is no sprite being shown on screen ! Not when there is a draw event.
If I were to remove the draw event completely,
the up/down would control image alpha and the white square would fade in/out and display correctly.
I'm assuming draw text can only be placed in draw events right ?
The only way to make it work is using draw GUI
instead of draw....why ? The square is fixed and not moving.
I am including my project
https://www.dropbox.com/s/hfdikmyxqz7yw92/ImageAlpha1.egm
I explained all the repro steps above.
by default I set it at DX9, when you run it
pay close attention to how image alpha is displayed
on the screen. use up / down, you notice
nothing is shown on screen, there should be a white square !
Now use OGL 1.1, text is displayed properly, still no white square.
Now delete draw event (don't just remove the draw text code but delete the draw event completely as leaving draw event blank will also cause the white box not to show !
Once you delete draw event, run and use up/down, the white square fades in/out and displays fine.
So we have 2 problems here.
oh I forgot to add this in, before I get asked, yes I deleted the programdata and temp folders and re-installed ENIGMA using the latest portable!
// update:
Ok figured out why the sprite was invisible when draw event is used, forgot the draw_self();
Please add draw_self(); to the draw event
after the draw text. This function is not even documented or even mentioned in the wiki
The other issue with text not displaying right still stands, in DX9.
1005
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 05:44:30 pm »QuoteAlso Robert will probably update the installer later and all will be good with the world. Or we just broke the whole thing *flips table*.lmfao, I'll update as soon as you can confirm text drawing works while particles are rendering, they wouldn't for me in the example you sent me, but it could also be because I am on an out of date repo.
Ahhh yes I missed that part. Here's another funny thing. In the particle example text drawing was working fine for me on ALL gfx systems
But here's the weirdness, I tried making a GML from scratch, and using draw text and whilst particles were being drawn or even image alpha used, text would not be shown
I kinda made draw text work by placing draw text inside a draw GUI event and not a Draw event and
it worked. Keep in mind that testing was after Harri's previous to last fixes
When I come home later tonight I will test everything and hopefully ENIGMA is still in one piece lol.