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1981
Off-Topic / Re: What is a good programming language to start off with?
« on: January 02, 2014, 04:38:41 pm »
I wouldn't even say it is good for little kiddies Harri, when I started programming around the age of 12/13 w/e age I was in 7th grade I was actually confused by GM's drag and drop, and I actually went straight to coding in Visual Basic. But this also could have been because I was already learning HTML in computer class at school, I started a year before everyone else as I generally finished earlier than everyone else and took an interest in programming of my own volition.
1982
Third Party / Re: slayers upgrade extension
« on: January 01, 2014, 10:49:03 pm »
Hey again slayer, the img bbcode on SMF boards (the forum software we use) goes like this...
If you wanted to you could convert this directly to ENIGMA's extension system without having to work around mangled scripts and stuff like GM's, our extension system allows you to add functions directly to the enigma_user namespace
Code: [Select]
[img width=xxx]url[/img]
If you wanted to you could convert this directly to ENIGMA's extension system without having to work around mangled scripts and stuff like GM's, our extension system allows you to add functions directly to the enigma_user namespace
1983
Issues Help Desk / Re: failing at c++ level
« on: January 01, 2014, 10:47:06 pm »
Hey slayer, this looks like the XP bug, sometimes I get this error myself too.
C:/enigma/ProgramData.eobjs should be C:/ProgramData/Roaming/ENIGMA/.eobjs
Try closing and restarting from enigma.exe, and build an empty game first, this ensures the engine gets compiled safely so you don't take a chance and have to do it all over. If it still errors the same, please locate the file enigma-dev/CompilerSource/workdir.cpp and visit http://www.pastie.org and send me the contents so that I can examine it to make sure you have the correct version, and if not I'll give you a patch to fix it, hopefully.
C:/enigma/ProgramData.eobjs should be C:/ProgramData/Roaming/ENIGMA/.eobjs
Try closing and restarting from enigma.exe, and build an empty game first, this ensures the engine gets compiled safely so you don't take a chance and have to do it all over. If it still errors the same, please locate the file enigma-dev/CompilerSource/workdir.cpp and visit http://www.pastie.org and send me the contents so that I can examine it to make sure you have the correct version, and if not I'll give you a patch to fix it, hopefully.
1984
Works in Progress / Project Chaos
« on: January 01, 2014, 05:49:12 pm »
This was a Sonic game I had started work on but did not have the time to finish. I may come back and work on it again at some time, but right now it has the basic intro a ton of ripped Sonic sprites. The game is a Chao Pet emulator.
Download: https://www.dropbox.com/s/cie3c45yhm6biu1/projectchaos.gm81
Size: 12.54 MB
Download: https://www.dropbox.com/s/cie3c45yhm6biu1/projectchaos.gm81
Size: 12.54 MB
1985
Ideas and Design / Include Files
« on: January 01, 2014, 05:33:38 pm »
I recently had the idea that for include files instead of attaching each little file to the executable separately, we should stick them all inside a single ZIP, and attach that to the end of the executable, in which case it will also be compressed leading to even smaller executable sizes compared to GM. This is pretty much up to Josh as I am unaware of what he was planning with include files.
1986
General ENIGMA / Re: Wiki Project and Function Documentation
« on: January 01, 2014, 05:22:42 pm »
Also guys, it really helps for anybody to contribute there, it doesn't matter if you word things wrong or anything, it just helps if there is at least interim documentation instead of blank pages. I am open to any contributions at all to the Wiki, I also peruse the thing daily and can fix mistakes in anything contributed. So don't be afraid to help out!
1987
General ENIGMA / Re: LateralGM endorsed to Robert B Colton
« on: January 01, 2014, 05:19:50 pm »
Oh, well I was going to say, even dazappa thought you were being a tad over dramatic.
Another issue is for instance the shader editor code completion. I am not able to really decide how best to abstract this and was hoping for help from you or Josh because I didn't know whether to make generic completion classes or if each marker should implement its own or what to do.
https://github.com/IsmAvatar/LateralGM/issues/98
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Aware. When it comes to those, address them how you like, but try hard to hack around them.Actually, for a few of these things there are ways to hack around them. Take for instance the Game Info RTF bug, I can easily extend the RTF kit to handle alignment or use a different one entirely. Also take the Sound Editor issue with it only playing WAV and not being able to preview OGG, I could easily grab Java FX or something and add a dependency. But this has largely been why I have avoided them, because I did not want to add dependencies to LateralGM and was hoping for ways to resolve them without bloating it, you know? The fewer dependencies, the better imho.
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This is just a difference of opinion on what's a bug and what's a feature.No, I think you can take that a lot further, a feature that is buggy, simply doesn't work, and that therefore disregards it as being a feature or improvement until it operates correctly. This is something YYG fails to understand, it doesn't matter how much shit they add when nobody can use any of it because the whole thing is so damn buggy. This has also been kind of one of my main goals here between ENIGMA and LGM was to get them usable and bug free and in the hands of developers. I feel I made great progress in doing so by fixing so many pre-existing bugs, and also with fundies help and overseeing and helping develop the ENIGMA Portable for Windows. Before it was a real pain to set up ENIGMA when I got here, today, even though people may not find the programs still as useful as they could be, they can at least set the programs up easily and have a chance to test them, you know?
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The misunderstanding here was probably because a lot of the open tickets are difficult things that I don't really trust others to fix reliablyI share the exact same opinion, and I also get rather frustrated with the ENIGMA tracker where issues can often be swept under the rug. Due to my OCD nature, I get very ill when this happens because I like to make sure I resolve a bug perfectly.
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You can/should consult with me about the best way to approach them if the ticket doesn't make it crystal clear.I have also made many requests on existing tickets on both ENIGMA and the LGM tracker asking for the posters to please elaborate with more details.
Another issue is for instance the shader editor code completion. I am not able to really decide how best to abstract this and was hoping for help from you or Josh because I didn't know whether to make generic completion classes or if each marker should implement its own or what to do.
https://github.com/IsmAvatar/LateralGM/issues/98
1988
Programming Help / Re: Selecting 3D faces by mouse
« on: January 01, 2014, 03:04:22 pm »
You basically just project the mouse into the scene as daz said, Glu actually has a glProject and glUnproject function for this.
http://www.opengl.org/sdk/docs/man2/xhtml/gluUnProject.xml
There is also Phantom107's example on the EDC.
http://enigma-dev.org/edc/games.php?game=48
But basically, you need to do it yourself using a matrix.
http://stackoverflow.com/questions/19485046/2d-screen-coordinate-to-3d-position-directx-9-box-select
We haven't added the matrix functions yet, Harri was supposed to be doing that.
http://www.opengl.org/sdk/docs/man2/xhtml/gluUnProject.xml
There is also Phantom107's example on the EDC.
http://enigma-dev.org/edc/games.php?game=48
But basically, you need to do it yourself using a matrix.
http://stackoverflow.com/questions/19485046/2d-screen-coordinate-to-3d-position-directx-9-box-select
We haven't added the matrix functions yet, Harri was supposed to be doing that.
1989
General ENIGMA / Re: Wiki Project and Function Documentation
« on: January 01, 2014, 02:43:15 pm »
Yes but the only thing there daz, they made it impossible to directly link to certain pages So you can only ever direct somebody to that url and then they have to find the stuff themselves, impossible to direct link the pages, unless you try to pull them up on Google which caches the direct links sometimes.
1990
General ENIGMA / Wiki Project and Function Documentation
« on: January 01, 2014, 02:20:00 am »
Well I recently got all of the particle functions and some other ones documented on the Wiki.
http://enigma-dev.org/docs/Wiki/Particle_Functions
I noticed we have finally reached the point that most of the GM functions are documented. About 80% to 90% of the basic standard GM functions are now documented, the two left columns on the following Wiki page.
http://enigma-dev.org/docs/Wiki/Function_Documentation
Drag and Drop Actions have also been entirely documented for some time.
http://enigma-dev.org/docs/Wiki/Action
These are documented with information about their parameters, return types, data types, and even provide example code. This was a lot of work, but in no way is the Wiki done, it needs to be maintained and there are still new Studio functions to add and document. The Wiki is also generating between 20 and 100 visits to the website each day, these are most likely coming from Google hits as the result of people searching for GM functions, see the following.
https://www.google.com/#q=d3d_model_create
You can see the ENIGMA docs linked right below the GM Studio doc pages. This however is also just the main page, and does not indicate the hits being generated by the sub pages of the Wiki which could also make it much higher.
I want to take the opportunity to thank some people.
Harri - For a lot of the original function docs I used to convert into the new format.
X - He started out with the file functions and documented a bunch more and also converted some tutorials
Josh/Ism - Pretty much all of the documentation on ENIGMA's internals
Polygone - For making sure links stay up to date and doing some docs
Others - People who I might be forgetting and that came before me here.
At any rate, we are now the largest online and offline source of libre/free documentation for Game Maker. Their Wiki has been taken down, see for yourself, it redirects to the knowledge base now.
http://wiki.yoyogames.com
http://enigma-dev.org/docs/Wiki/Particle_Functions
I noticed we have finally reached the point that most of the GM functions are documented. About 80% to 90% of the basic standard GM functions are now documented, the two left columns on the following Wiki page.
http://enigma-dev.org/docs/Wiki/Function_Documentation
Drag and Drop Actions have also been entirely documented for some time.
http://enigma-dev.org/docs/Wiki/Action
These are documented with information about their parameters, return types, data types, and even provide example code. This was a lot of work, but in no way is the Wiki done, it needs to be maintained and there are still new Studio functions to add and document. The Wiki is also generating between 20 and 100 visits to the website each day, these are most likely coming from Google hits as the result of people searching for GM functions, see the following.
https://www.google.com/#q=d3d_model_create
You can see the ENIGMA docs linked right below the GM Studio doc pages. This however is also just the main page, and does not indicate the hits being generated by the sub pages of the Wiki which could also make it much higher.
I want to take the opportunity to thank some people.
Harri - For a lot of the original function docs I used to convert into the new format.
X - He started out with the file functions and documented a bunch more and also converted some tutorials
Josh/Ism - Pretty much all of the documentation on ENIGMA's internals
Polygone - For making sure links stay up to date and doing some docs
Others - People who I might be forgetting and that came before me here.
At any rate, we are now the largest online and offline source of libre/free documentation for Game Maker. Their Wiki has been taken down, see for yourself, it redirects to the knowledge base now.
http://wiki.yoyogames.com
1991
Programming Help / Re: Sound
« on: December 31, 2013, 07:21:19 pm »
Ok frog.
1) I don't know wth you're asking right there.
2) That is doable with both the old and new sound functions using DirectSound or OpenAL.
3) DirectSound has built in reverb, but I never finished the functions, but I can if you really really want me to.
1) I don't know wth you're asking right there.
2) That is doable with both the old and new sound functions using DirectSound or OpenAL.
3) DirectSound has built in reverb, but I never finished the functions, but I can if you really really want me to.
1992
Off-Topic / Re: What is a good programming language to start off with?
« on: December 31, 2013, 07:20:08 pm »
I would definitely say you should try out Unity3D/Unity Game Engine, it is way better than ENIGMA or Game Maker. You'll have an easy to use yet fully featured and powerful programming language (C#) and some very intuitive editors, minimal bugs, and best of all the entire thing is free, with like no restrictions. You really only need the pro version if you want to get onto mobile and stuff, but it really doesn't change anything other than that. It doesn't use archaic DRM like Game Maker does and restrict you to 10 resources or anything at all. In fact most of the big successes with Unity were started with the free version, then published, and then they obtained pro and took their projects to other platforms.
http://www.unity3d.com
They also have Unity2D/ 2D Power now with sprite and animation splitting, Box2D physics, and a load of other shit.
Also, check out Monkey Coder too, it is open source but if you buy the binaries for 100$ it can export to PSP, Xbox 360, Playstation 3, Windows, Linux, Mac, HTML5 and Javascript, and a ton of other things. It is made by Mark Sibly and also uses a BASIC programming language, he was the guy who created BlitzBasic.
http://www.monkeycoder.co.nz/
http://www.unity3d.com
They also have Unity2D/ 2D Power now with sprite and animation splitting, Box2D physics, and a load of other shit.
Also, check out Monkey Coder too, it is open source but if you buy the binaries for 100$ it can export to PSP, Xbox 360, Playstation 3, Windows, Linux, Mac, HTML5 and Javascript, and a ton of other things. It is made by Mark Sibly and also uses a BASIC programming language, he was the guy who created BlitzBasic.
http://www.monkeycoder.co.nz/
1993
Issues Help Desk / Re: Misadventures in converting a GM:S project...
« on: December 31, 2013, 04:46:44 pm »
Hey sslaxx, for some reason the script call is getting parsed out wrong.
Edit:
This issue was simple, it is a bug in the drag and drop action and plugin writer, open the action and set all the arguments to 0 instead of nothing and the issue disappears. Because this code...
Turns into this...
I have filed a bug report with the details of this issue on the tracker.
https://github.com/enigma-dev/enigma-dev/issues/603
Edit:
This issue was simple, it is a bug in the drag and drop action and plugin writer, open the action and set all the arguments to 0 instead of nothing and the issue disappears. Because this code...
Code: (edl) [Select]
scr_TitleGoToGame((), (), (), (), ());
Turns into this...
Code: (edl) [Select]
scr_TitleGoToGame((0), (0), (0), (0), (0));
I have filed a bug report with the details of this issue on the tracker.
https://github.com/enigma-dev/enigma-dev/issues/603
1994
Off-Topic / Re: happy holidays
« on: December 29, 2013, 12:06:06 pm »
Happy holidays is fine, do you know why? Because it has a double meaning, happy holy days
http://www.rense.com/general69/holy.htm
http://www.rense.com/general69/holy.htm
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The dictionary says it comes from...
[Middle English holidai, holy day, from Old English hlig dæg : hlig, holy; see holy + dæg, day; see day.]
1995
Issues Help Desk / Re: Can't get ANYTHING to run (not even catch the clown)
« on: December 29, 2013, 02:49:39 am »Quote
@Robert: sorry but not correct in the least. My scripts run fine there.Yes, under the old interpreter, but did you pay the extra $300 for the new compiler? Because I guarantee it is not nearly as flawless.
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lol, sorry but Enigma is NOWHERE NEAR mature right now when it comes to comparing with GM room editingSorry, but you are incorrect, ENIGMA does not do any room editing, it is a compiler and engine, LateralGM is the IDE, and they are two separate projects, which just happen to be developed by myself along with IsmAvatar. There are several other IDE interfaces being worked on as well, which can use ENIGMA via plugins. This is of course ignoring the fact that LateralGM handles all versions of the GMK format, the new GMX format, and ENIGMA's own format EGM. It also is the only program for editing these project formats on operating systems other than Windows. That is why LateralGM was programmed in Java, because back when it was founded Java and Swing were the only real solution for cross platform GUI's, Mono, wxWidgets, and Qt were in their infancy. LateralGM is more than just useful, it doesn't corrupt projects like Studio's IDE does is, there is little to no history of it in fact corrupting projects due to its development cycle and the fact it isn't riddled with Digital Rights Management, but if you enjoy skull and bones...
http://en.wikipedia.org/wiki/GameMaker:_Studio#Digital_rights_management
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in game debugging,I hardly understand why you are saying that, compared to Game Maker Legacy and its old runner/interpreter we don't have such advantaged features as to even be able to find initialized variables, obviously because we use a compiled language. Not to mention Studio has been lacking proper debugging since its inception and allows you to currently do nothing other than monitor variables.
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Not to mention it is slower than GM studioSlower how? As in the time it takes to compile the games? You can blame that on the Java interface, again this is not an ENIGMA issue. As for rendering and graphics, ENIGMA is 1000x more optimal than Studio is, I've done extensive benchmarking. You can view one of my major tests in the following topic.
http://enigma-dev.org/forums/index.php?topic=1463.0
ENIGMA has significantly less ram usages in almost all test cases as well as much better frame rate performance, especially in my 3D mario game, for which the source code is available and you can test for yourself. ENIGMA compiles my 3D mario game with 1/4th the RAM usage and about 6x the framerate.
You should be aware if you already are not the default graphics system is OpenGL 1 which is extremely out of date but we set as the default for compatibility and people with old hardware, you can change it by going to Build->Settings and selecting the API tab.
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You guys might be better off focusing on making it compatible with GM studio,How so? By adding the new audio_* functions? Well; we've already done that. And we also host the largest online free/libre documentation for Game Maker, not only on the web, but that at exists at all besides the Game Maker manual.
http://enigma-dev.org/docs/Wiki/Main_Page
We're not focusing on cut copying and pasting GM or else the program would come out just as bad.
Now to sum up, how much did we charge you to test out the programs? 50$? 300$? 500$? 800$?!?! EVEN MORE?!?!?! NO!!! It was all free, we didn't charge you anything, but YoYoGames surely will, and they will do much worse things to you as well, such as again the skull and bones issue I pointed out to you, and if you think Studio is that polished, you should probably test it out a little more thoroughly, because it is a largely shared fact (not opinion!) even acknowledged by the YYG staff themselves that Studio is pretty buggy, especially the IDE, this is due to them rapidly developing GM into a new era, making up for a decade of lost progress and trying to bring its product out of the 1990's era of game programming, it is a million miles behind Unity2D/3D, it doesn't even have a fully featured programming language!
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