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Messages - Goombert

2476
General ENIGMA / Re: Compiling from source
« on: August 24, 2013, 05:28:59 pm »
Fuck MinGW

Edit: Harri, I just committed the new exe it uses an ini file now, settings.ini for which the code should be...

Code: [Select]
[MAIN]
setupcompleted=1
checkforjava=0
redirectoutput=1

Delete the file called compiled, and you can set that to 1 there if you already set up ENIGMA. I've uploaded the new zip already.

2477
General ENIGMA / Re: Cel Shading (3D cartoonish outline)
« on: August 24, 2013, 04:49:51 pm »
TheExDeus, you probably didn't go to obj_gamestate and change working_directory I had it hardcoded for Linuxfags.

TKG, ya Harri is right.

Anyway, ya I am going to fully convert that game to gmx or egm when I finish shader resources.

2478
General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 24, 2013, 03:02:36 pm »
@Harri, yes, but no there is a CodeBlocks project for the engine. look in SHELL/ you should see ENIGMAengine.cbp

anyway...

@TKG, just download and install hexchat or xchat (I forget which is the Windows version) and just log into freenode, the web client sucks anyway.

Edit: Tkg, btw some of your EDC games have lost the images, Josh is moving those games to cloud storage, we are going to start offering file sharing like the YYG sandbox does.

2479
General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 23, 2013, 10:28:53 pm »
Also, I'd try to start with something small, and don't be afraid to ask questions, if you get confused on maybe how something should be done don't be afraid to ask us. Avoid the use of proprietary code as well, you can't copy other people's code unless a) its licensing is compatible and b) you make sure to include the copyright. We can also help you assist you in learning to commit to github.

2480
General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 23, 2013, 10:08:23 pm »
hahahaha, im satanic ^_^ anyway, yes that is what I do but skip the ENIGMA menu thing, just hit run on a game, compilers, in this case mingw, automatically know which files to rebuild, screw that damn CodeBlocks project, its useless

Edit; By the way I have your game I am saving it to complete the GMX reader, I wrote most of it, I'm just bein lazy and fixing the ENIGMA.exe bugs and the ZIP and the icon, etc. I'll finish it in like a day or two and make sure your game fully loads

2481
General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 23, 2013, 09:32:05 pm »
TKG, most of us don't even use that CodeBlocks project, Josh does, so we don't guarantee it works, usually we just modify the source files in the engine which is /SHELL then you just rerun your game, you don't actually have to run make or anything, just reruning your game will rebuild the necessary files, that is why compile takes so long the first time you install ENIGMA. And also why I started recommending people build empty games when they first set up ENIGMA.

2482
General ENIGMA / Re: Compiling from source
« on: August 23, 2013, 06:20:12 pm »
Harri, init is the script that runs that zip through initialization it downloads the binaries from github and then compiles JDI after which it launches LGM and the setup is complete. If it was successful it just creates a blank file called "compiled" so that it knows next time it is run not to reinflate the binaries. I do not know how you are having a problem with it all of the sudden as nothing changed with it other than it doesn't execute through git bash, and can now work from Program Files. Latera the blank filed called "compiled" will be replaced with a settings.ini file that contains stuff such as auto check for updates, etc. If anything Harri, it should have been harder for you to use before, all that executable does now is what git-bash and the run script did, except fundies (cheeseboy) and polygonz tortured me into converting it to C++

Update:

Harri, I have committed a few changes to the enigma.exe
https://github.com/enigma-dev/enigma-dev/pull/345

It now checks if MinGW is already in your path and if not adds it locally for the ZIP. This should resolve issues with people who already have MinGW installed. However it is important to note that ENIGMA no longer works with the TDM installer, unless you disable date and time functions, the instructions for obtaining the proper vanilla GCC are updated on the Wiki.
http://enigma-dev.org/docs/Wiki/Install_Source

2483
Short Answer: An absolute and unequivocal, NO

Long Answer: We are working on creating a loophole so that authors maintain the FULL rights for their programs created with ENIGMA, while ensuring we don't get people who come here and try to capitalize ENIGMA or LateralGM itself. The legalities are not finalized yet, but rest assured ENIGMA is intended to allow you to make commercial games.

2484
Off-Topic / Re: Do you like this forum software?
« on: August 22, 2013, 08:09:27 pm »
Im going to vote no just to spite josh.

2485
General ENIGMA / Re: NaturalGM vs LGM?
« on: August 21, 2013, 07:21:00 pm »
LateralGM is a complete augmentation of Game Maker's IDE and compatible with really old games, as is our engine itself, we take pride it not breaking backwards compatibility like Studio. NaturalGM is an IDE in development by DaSpirit who wants to make a better on than YoYoGames and do it properly.

2486
General ENIGMA / Re: Learning to develop?
« on: August 21, 2013, 07:18:57 pm »
Hai ^_^

1) LateralGM the IDE is written in Java, as is the plugin which hooks it up to enigma. You can take the LateralGM.jar and run it seperately from ENIGMA if you want just a cross platform free Game Maker IDE as Studio's and no other GMK file editor even runs on Linux, GM4Mac handles GMK's on Mac but theres no GMX editor on Mac.

The main engine is C++ basically the graphics, audio, and other functions inside ENIGMAsystem/SHELL/
Berkeley Sockets for networking was originally just C but I converted some of it to C++ in merging it with ENIGMA.

Josh's compiler I believe is just C++ maybe some C or some assembly.

2) Git is easy as pie dude we can give you a basic tutorial on it

3) Well we will certainly offer our advice where possible, but mostly I just go with what I see most other people doing or how I see other things done in the engine.

4) I work on Windows now that I have had the horrible experience of dealing with Canonical, they are destroying the only good Linux distro.

5) Yes, don't be afraid to ask us any questions, there is no such thing as a dumb question, only the ones you don't ask. :)

2487
General ENIGMA / Re: Executable Icon and Description on Windows
« on: August 21, 2013, 03:34:36 pm »
JoshDreamland, ok well it is all done and I guarded it to make sure it only is written on Windows...
https://github.com/enigma-dev/enigma-dev/pull/334

Also, uhm, I have to update the plugin I think because LGM is not sending all the values like Author and Description, actually, the panel wasn't really finished its missing Copyright option too.

Edit: Never mind polygonz merged it already, just update your LateralGM and plugin jars or redownload the portable ZIP, and everything works perfectly...



Noa how 2 make Win32 Window have same icon as exe joshfag?????

2488
General ENIGMA / Executable Icon and Description on Windows
« on: August 21, 2013, 12:50:56 pm »
I have managed to get exe info and an icon onto executables by simply creating a resource.rc and resource.h under Win32 and linking the rc file from the Win32 makefile. Now the only problem is I need to obtain EnigmaStruct with GameSettings in resource.rc for it to know what values to give the exe.

Should I move this to the compiler source and have compileEGMf write the resource.rc file itself to Preprocessor_Environment_Editable and then link it in?

Joshfag, halp ~

UPDATE: I have now got it working, compile.cpp when it writes modes and settings now writes the exe and icon info to a Resources.rc in Preprocessor_Environment_Editable which is later linked from the SHELL/Makefile


I just need to know if this is how it should be done and if it is ok if I commit it like this, and should I include guard this to only do it when your on Windows, etc. Joshfag, answer me back ~

PS: Also I did not use Studio's icon that is the one packed into the GMK file and passed to EnigmaStruct

2489
Issues Help Desk / Re: LGM 1.81 UI font, how to change?
« on: August 21, 2013, 12:47:39 pm »
@popcade, have you updated the operating system or anything? The only thing I did recently was quite manually setting the font for all themes that are not Linux as it was causing crashes for some people with the plugin >: The Java look and feels, they always screw something up, both the Oracle JDK and Open JDK suck and nobody implements the lnf's properly. There is not much I can do about it as I am not longer setting the font anywhere it is controlled by the look and feel, I believe you can change these fonts in your Java properties, perhaps I will actually make a setting for it, that's what I'll do. Also, go to File->Preferences and change the icon theme as you have a few buttons not appearing because that old icon pack is not completed.

2490
Announcements / Re: LateralGM Update
« on: August 21, 2013, 12:42:57 pm »
@intygamer, hmmm ya ok instead of hardcoding the size maybe I should get the dimensions as a fraction of the resolution, ima 1336x768 or something, just give me a bit because I just figured out how to fix exe icons and copyright info so you can set the icon in Global Game Settings

@harri, ya that'll be even more possible with ENIGMA, because of structs, etc.

Edit: Game icons and copyright info now get compiled into the exe on Windows, so you can make final builds of your games now.

NOTICE! You are black listed from using Game Maker 8.1 or GameMaker: Studio icons for your game, if you try to you'll just get the default LGM icon.