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Messages - Goombert

General ENIGMA / Re: GMK Parser written in GML?
« on: September 12, 2013, 01:10:16 pm »
@TKG that is not what I mean, I do not mean functions, I mean EDL is like full C++, you can use data types such as integer, boolean, have you tried using int bool float or double in an ENIGMA project? Because they definitely work...

Code: (EDL) [Select]
for (int i = 0; i < 5; i += 1) {


You can also do i++ if you go to Build->Settings and switch over to C++. Josh also plans on letting you use structs and C++ classes, meaning scripts could return an object. It is described better on the Wiki...

Code: (EDL) [Select]
struct circle {
  var x = 0, y = 0;
  double radius;
  double get_area() { return pi * radius * radius; } // Simple method
  circle(double r = 1) { radius = r }; // Optimizing this falls on the language plugin
  ~circle() { destroy_radius(x,y,radius); }

General ENIGMA / Re: GMK Parser written in GML?
« on: September 12, 2013, 04:23:14 am »
Technically, we use EDL, not GML, EDL has structs, etc.

General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 11, 2013, 08:55:59 pm »
His stuff is all finished, the functions are documented on the Wiki.

Someone just merge.

General ENIGMA / Re: GMK Parser written in GML?
« on: September 11, 2013, 03:48:13 pm »


@Harri, that is an interesting idea to compile and runner in ENIGMA, stick in a parser and get back
Code: [Select]
execute_string(); :P

General ENIGMA / Re: Various questions I have about Enigma
« on: September 11, 2013, 03:46:31 pm »
@fqq, welcome.

Everyone else answered your questions beautifully, let me clarify a few.

- The licensing page is somewhat vague. Does the license allow me to release all of my and Enigma's code as free and open source software, both as gratis and commercial works? I will happily give Enigma credit of course, but does using Enigma mean that they in any way own my work (music, code, graphics, story)?

Yes, we need to finish formulating a special exception to our license to ensure that people can sell their games and retain the full rights and not have to release source code, without making ENIGMA itself too proprietary while also protecting the project from being hijacked by 3rd parties.

- I played the Isometric Mario demo in the Games section. When you get to the top part of the map, the game lags considerably. Is Enigma really slow and meant for very small projects, or was it the fault of the developer of the game itself?

Most likely just a glitch somewhere in our engine, or in that game, ENIGMA is compiled not interpreted like Game Maker. We also have really efficient graphics and in most cases the model batching for 3D outperforms GameMaker: Studio in some test cases by more than 200 frames per second.

- Is there anything a developer should seriously consider before diving into Enigma and using it as their tool for creating a full length game? Perhaps I forgot something important to look up.
Yes, give us some slack if you run into bugs, there are very few of us building this project :P

@TKG, looks like my model batcher is pretty damn efficient.

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 10, 2013, 09:30:04 pm »
Thansk to Tizzio when he's done you'll be able to use OBJ models too :P

General ENIGMA / House Effects Demo
« on: September 10, 2013, 05:27:17 pm »
I don't know if anyone noticed but that thing won't even compile now.

Third Party / Re: GameMakerTools
« on: September 10, 2013, 04:10:37 pm »
Hey, I never saw this post, that's helpful TKG.

General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 10, 2013, 01:41:30 pm »
@TKG d3d_model_save_ext(fname, format);

d3d_model_save_ext("mymod.obj", fmt_obj);
d3d_model_load_ext("mymod.obj", fmt_obj);

He also added a function that precalculates normals for models for you.

OBJ will be our default model format, FBX and 3Ds and other formats can be added through extensions.

Issues Help Desk / Re: missing surface functions?
« on: September 10, 2013, 01:02:45 pm »
@eppe that is all Microsoft being a piece of shit to OpenGL, I bet if I added Direct3D 9 surfaces it would work fine for you on Windows :P

General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 10, 2013, 01:01:03 pm »
Yes, I just got up give me a bit and I'll get on.

General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 10, 2013, 12:57:03 pm »
Tits or gtfo! I love you tittio your my man! Dazappa will be excited to hear this. Don't worry about multitexturing just finish up what you have and commit it and I can add the multitexturing to it Tizzio because I have to decide on a final multitexturing implementation, really appreciate the help man!

@TKG I want support for material files, if he don't add it, I definitely will.

The plan here guys is for (*.obj) to be our default internal mesh format, others will come through an extension, but internally our mesh format is officially (*.obj) and this what Josh has agreed to as well.

Issues Help Desk / Re: missing surface functions?
« on: September 10, 2013, 12:38:27 am »
@daz, you might be out of date, because I just tested on the latest repo and it runs fine under OGL 1 as well.

His issue is a problem with glu which is why I need him to run that test, we might need to be using EXT in OpenGL 1, I think we use ARB in OpenGL 3.

Issues Help Desk / Re: Compile failed at C++ level.
« on: September 10, 2013, 12:37:05 am »
@daz, hey nice going there, I was going to get to this topic, you saved the day for me! When you guys help like that it really takes the work load off of us, thanks!

General ENIGMA / Re: The Times They Are A Changin'
« on: September 09, 2013, 11:18:42 pm »
@Kimidori, when you launch/open Studio just select the "Demos" tab and run it, the GMX reader for LateralGM is not finished yet, I had to do a few special things to load it into ENIGMA. Nothing code wise, I've added the draw GUI event it's just postponed references with my reader not reading objects sprites and certain properties yet.