ENIGMA Development Environment
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Messages - Goombert

Off-Topic / YoYoGames Compiler for 300$
« on: July 26, 2013, 02:40:04 PM »
Well they had everyone fooled thinking it was going to be the 1.2 update, but apparantly you have to pay 300$ to get it as a module, but if you have already paid more than 499$ then you get it for free, or in other words if you have Master.
This is commercial suicide for them....

General ENIGMA / Scalar Types
« on: July 26, 2013, 02:13:24 PM »
Well I was doing some thinking after converting graphics systems to use float precision. Now Box2D has a built in scalar type that can be used to switch the precision at runtime between double and float. I was wondering if it would make sense for us to do this for graphics and collision systems by providing a built in scalar type for ENIGMA. Josh, forthevin, Harri, what you guys think?

General ENIGMA / Re: Graphics Systems Precision
« on: July 26, 2013, 01:52:15 PM »
Finished, tested, and ready to be merged.

General ENIGMA / Re: Graphics Systems Precision
« on: July 25, 2013, 12:39:51 PM »
Harriy, I can do it, I am very good at the monotonous kind of work :P

General ENIGMA / Graphics Systems Precision
« on: July 24, 2013, 10:47:07 PM »
Ok guys, now that I got all the common headers in all systems merged together removing bout 3100 duplicate lines of code. We need to switch all the draw functions in Graphics Systems to take float where previously they took double.

Code: [Select]
draw_text(double x, double y, string str);becomes...
Code: [Select]
draw_text(float x, float y, string str);
As OpenGL does not work in precision higher than float. Wherever you see like x or yscale they should also be switched. Width and height for images should remain as integer.

General ENIGMA / Re: Porting Project Mario
« on: July 24, 2013, 01:23:57 PM »
You mean make it work like Game Maker? Ya Josh don't want it to.... >: I swear I think we should put it to a vote.

General ENIGMA / Re: Porting Project Mario
« on: July 24, 2013, 11:49:44 AM »
Yes Harri that is what I am trying to do. In Game Maker, program_directory returns the exe location at ALL times, and working_directory will return where your source code is when running from the IDE, but exe location once compiled. ENIGMA returns exe location AT ALL TIMES. The solution to this has already been agreed upon between me and Josh, we are going to let you select the place you want to build your game to, like ./Build as a folder local to your source code so you don't have to dig through temp. But then again he said that would really slow down compilation time because you have to rebuild the engine on a per project basis, and I don't see how we can't fix that if you just move the preprocessor like cheeseboy wants to do so we can build a debian package of ENIGMA.

General ENIGMA / Re: Porting Project Mario
« on: July 24, 2013, 10:22:25 AM »

1) Thanks! It would be nice to add an overloaded second parameter to those add function so we can manually specify format such img_png, img_bmp, in a case where the extensions are different and it won't detect the format correctly, I am planning on this for special model formats.

2) They were never implemented to Linux, DaSpirit wrote a cross-platform version so that is all good.

3) There is a few anomalies with Transformations, they do NOT work EXACTLY the same, I need to isolate some test cases.


1) Wtf does that do? That set it to the source directory when I hit run? Also, set_working_directory is not implemented on XLib

2) Wtf, that works? I still want to write 3D particles though.

3) Great, but I don't know if he finished yet or not.

4) I just mean they are different than Game Maker, and sure.

5) Well I don't know I had to go manually add the gamestate object to each room.

General ENIGMA / Porting Project Mario
« on: July 23, 2013, 11:33:31 PM »
I decided to give this another go. Blah blah *insert shit describing wtf my game is here* its a popular 3D mario game I made with Game Maker, blaha blahalha it used project k, blahhhhhhhh. Anyway, there is only a few things stopping it from working in ENIGMA, I want to cover them here if anyone wants to help pick up the task to get it work.

1) I use external resources in all my games, why you ask? Because it makes it fuckin slow to load your project to do coding when you have load ALL the resources ALL the time. I like people to mod my games, do texture packs, custom levels, etc. I refuse to use internal resources. Anyway, external png loading needs added to sprite_add for my textures, and wav for sound_add for my audio files, or I could convert those to ogg, I am fine with that. It would also be nice if I didn't have to manually set the working_directory, as that is FUCKING STUPID.

2) My 3D particle effects used inheritance as much of the code was the same. I can either remove them for the time being or get to work writing ENIGMA some 3D particle effects, which is what I think I would rather do.

3) I use ini files for my settings, I will use the one DaSpirit adds, or yaml functions, whichever come first.

4) Transformations in ENIGMA are clearly, fucked....

5) My object controlling the game state needs to be persistent, persistent dont work....

6) There really aint much else to port Project Mario other than to fix some minor anomalies and stuff, here is as far as I have gotten....

Source code is available in the other topic, http://enigma-dev.org/forums/index.php?topic=1161.0
It also only works for OpenGL3 if you do get as far as I did.

Proposals / Re: OpenGL chosen by system (?)
« on: July 20, 2013, 08:52:55 AM »
This will be possible when I do the OGRE powered graphics system. OGRE provides such an excellent level of abstraction, kind of its purpose >: This is also one thing I love about ENIGMA and is one of its greatest features.

Off-Topic / Re: The machine that changed the world
« on: July 20, 2013, 08:44:25 AM »
Somebody also has the whole history of video games on Youtube as well. I like how the discovery channel also delved into Atari's pong controversy.

Issues Help Desk / Re: missing surface functions?
« on: July 20, 2013, 08:11:23 AM »
Also, shouldn't Widgets be in namespace enigma_user?
Yes, platforms are pretty messy right now, and Win32 has a bunch of extra window functions that Xlib does not.

General ENIGMA / Re: Hi There
« on: July 19, 2013, 02:29:57 PM »
Ya, you can use LGM without ENIGMA, we have several IDE projects in the works as well, I am rewriting LGM in C++ which will be free and open source as well.

General ENIGMA / Re: Hi There
« on: July 18, 2013, 09:22:13 AM »
Hello Marchal!! Thanks, we are glad you find us interesting! Our main purpose is to fix many of the problems with Game Maker by focusing on modularity and making things very customizable, one of the great advantages of open source projects. We are not concerned much about LLVM because we are straight compiled, so we run natively on every target platform/device. Of course being that ENIGMA will always be free, a 0$ price tag compared to a 500$ pricetag beats it bar none. Especially when you consider there is Unity3D which is also free you can just pay for a license to publish or ask them to take a percentage to publish your game. Their business model does not really work for them and was not doing well for them before either, because it tends to go like a pyramid scheme. There was once a huge influx of consumers on their sandbox website, and then very quickly it diminished, which was what led them to creating Studio as a means of getting consumers to upgrade, the business model never works out well for this kind of software.

Issues Help Desk / Re: missing surface functions?
« on: July 18, 2013, 09:08:59 AM »
Wayyyy to go Harri!!!! Good, thats awesome sidegame.!! Harri, make a pull request with those fixes in it, good shit finding it out.  :)