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Messages - Goombert

General ENIGMA / Re: Critical Change, Function Renaming
« on: May 22, 2013, 07:48:27 pm »
Yes Deus however in the new graphics system they are using Vertex Buffer Objects. That creates the problem there because when you pack the vertice data into the VBO it gets sent to the GPU and is then cleared. Now the polygon functions I have already added to my version of Box2D, as you know we have two extensions now. The shape functions are used for building the various polygonal collision objects and stuff within the world. I was just proposing the idea of making them drawable, and all inclusive. And there has got to be a way of modifying a VBO or how vertex data is stored so that a z value is not even passed, I can't think of why there would not be. But I am only proposing dropping d3d_* in the future really, because d3d_model_draw is not consistent with draw_sprite and other draw_* functions. If I am wanting to draw a model then I darn well need to know wtf models are and prefixing them with extra characters that I don't need to waste my time typing always, is not going to help me, in fact a clear abmiguation would help me more to see that their is in fact a difference.

General ENIGMA / NaturalGM Object Editor
« on: May 22, 2013, 04:22:26 pm »
This is part of my proposed idea for incorporating actions and events altogether in a single code editor editor. I am looking into other methods of doing this such as combining it with a collapsible tree widget. In this prototype the symbol margin stores the unique event identifier, so there is no need to macro. Right clicking on the symbol margin gives you a context menu to add an event node.

Now I also had the idea we could just make the action list editor a dock widget and allow you to just close it if you dont want it and get my edit button like in the new LateralGM.

Another idea of mine is to use a toolbox..

Now this last idea of mine involvse us writing our own custom widget for making collapsible areas, which I in fact what to do for other things like the scene editor anyway.

I am still designing a few idea's yet, I would like everyone to discuss this and offer your own suggestions and proposals.  (Y)

Announcements / Re: LateralGM Update
« on: May 21, 2013, 11:57:21 pm »
Yes the speed improvement is because the JDK doesn't draw the widgets your operating system does, was kinda the point of me letting you guys set them. Anyway, gra I am unable to reproduce this now I thought I fixed it please file a bug report on the LGM tracker and we can further investigate the issue and also discern whether it is a regression.

Or else just file it on the website tracker and the bot will get it for you. Please include your operating system, exact steps to replicate, and other useful information.

Works in Progress / Copter
« on: May 21, 2013, 10:56:40 pm »
I found this nifty little open source game on the YoYoGames sandbox by DeadlySystem, it is very nice  (Y)
It worked right out of the box too. This is just an engine to build the game, so you need to add some objects to the room yourself to make a map to test on.

Size: 2.56 mb's

Announcements / Re: LateralGM Update
« on: May 21, 2013, 01:16:24 pm »
Perhaps I uploaded the old version by mistake, I have updated it again to just be sure, try again gra.

I just was able to load like 6 different games without any exceptions...
Code: [Select]
Starting platform inspection
 - ENIGMAsystem/SHELL/Platforms/Cocoa/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/Android/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/xlib/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/OGREws/Info/About.ey: Failed!
 - ENIGMAsystem/SHELL/Platforms/Win32/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/iPhone/Info/About.ey: Opened.
time taken to load file: 162 ms
time taken to load file: 84 ms
time taken to load file: 22 ms
time taken to load file: 34 ms
time taken to load file: 35 ms
time taken to load file: 11 ms
time taken to load file: 30 ms
time taken to load file: 36 ms

If you can upload the games you are trying to load that would also be helpful. I need exact steps to reproduce from the time you launch to the time the exception occurs.

Announcements / Re: LateralGM Update
« on: May 21, 2013, 12:33:33 pm »
I already know I experienced it myself in the last build, but I was quite sure I fixed it. Please download the latest latest version I posted in my original post gra, and see if it is gone, if not I'll have to take another look, as I am not having the issue anymore myself.

Off-Topic / Re: Introductions
« on: May 20, 2013, 04:54:04 pm »
Hai Tsumi, glad to meet you! I have resolved all the LGM stuff now and am rebuilding the Windows installer, so hopefully we can work out your issue when I see you again.  (Y)

Announcements / Re: LateralGM Update
« on: May 20, 2013, 03:28:04 pm »
Well nobodies had any problems and in fact it is much much better.

Here is the old version for comparison...

Harri, what you talkin bout my screenshots? I keep updating the screenshots with each new zip file, maybe you aren't updating as quickly.

And gra, I have no idea what your asking me  :D Very nice icons though you should make them as SVG you have some Anti-aliasing artifacts.

General ENIGMA / Re: Definitions Modified
« on: May 20, 2013, 02:44:19 pm »
Resources show up in auto completion now and highlight I already fixed that. It is about telling LGM to update the keyword lists when systems change. But oddly enough it does detect b2Vec2 and box2d classes and stuff in the Definitions->Functions but it does not add them to auto completion when the extension is enabled, and it updates after compiling. So it is just regarding sending it over to JoshEdit.

General ENIGMA / Cross Compiling
« on: May 19, 2013, 09:17:20 pm »
In the past it was necessary that you build your project from the platform you intend to target, each platform. This may be a bit a pain in the but for indie devs who don't have 3 different computers or dual boot. So fundies has decided to start our cross compiler abilities and has created a nice patch for everyone.

Here is me testing it on Ubuntu...

**** Prerequisite Packages *****
Code: [Select]
sudo apt-get install mingw-w64-i686-dev g++-mingw-w64-i686

***** Instructions *****
1) Install ENIGMA
2) [snip]cd your_enigma_install_directory[/snip]
3) [snip]wget[/snip]
4) [snip]unzip[/snip]
5) You may optionally install WINE Emulator to ensure your game built correctly before testing it on Windows if you are on Linux
6) Go to ENIGMA->ENIGMA Settings and set audio system to SFML or None as OpenAL does not work with MinGW32
7) Set compiler to MinGW32
8) Test compile an empty game
9) You should be good to go!  (Y)

***** Running Games *****
32-bit Debian or Ubuntu : [snip]apt-get install fglrx-glx or libgl1-mesa-glx or nvidia-glx or nvidia-glx-legacy-96xx[/snip]
64-bit Debian or Ubuntu : [snip]apt-get install fglrx-glx-ia32 or ia32-libs or nvidia-glx-ia32 or nvidia-glx-legacy-96xx-ia32[/snip]

Please give feedback and suggestions and discuss the future development of this in this topic.

Proposals / Re: While we (as in forthevin) are moving shit
« on: May 19, 2013, 05:45:41 pm »
I really don't have an opinion as I said it is quite fuxd up and I would like to be able to inherit no locals or have an option for that.

Announcements / Re: LateralGM 1.8 Beta
« on: May 19, 2013, 05:41:53 pm »
Yes gra we will add the options to set syntax highlihgting and font style of the code editor in the preferences Window when we get to it. I need to get this LGM done first though as I have to first add it to the JoshEdit project. The code is internal for loading the custom icons if you have an icon theme already set any icons in /icons/ by default will override them if you set it to custom it will look for only those icons. They must be in the same order they appear as in the internal icon packs. Please use this for reference gra,

Slojanko, yes we need to update the installers we will no longer version number the file name but only in the about window and stuff.

Thanks zesterer  (Y)

Anyway, I've updated the download with the build buttons on the main toolbar and I added a context menu strip to the output window as well as fixed compile button exceptions, you can now easily make built executables.

General ENIGMA / Definitions Modified
« on: May 19, 2013, 05:37:50 pm »
Ya in the plugin whenver you load LGM it calls definitions modified which gets all the function names from the engine so the script editor knows what to highlight. Suggestions have been to either do it when you change ENIGMA Settings or each time you compile. We need to discuss this as I do not feel it should be each compile as thats wayyy uneccessary and compiling is already slow as heck. I'd like us to discuss it and everybody to offer suggestions  (Y)

Proposals / Re: Manual, the Button
« on: May 18, 2013, 02:23:24 pm »
Is ok forthevin  ;)

Anyway I came up with a basic solution for now in the latest LGM beta in the announcements you can set the manual path in the preferences panel.

If you set it to a path include "http://" LGM assumes you want a website so it tells the systems default browser on all platforms to open the url. Otherwise it assumes it is a regular local file on the hard drive and tells the system to find the relative program and open it.

Third Party / Re: Ultimate3D 2.1
« on: May 18, 2013, 02:21:37 pm »
Some people requested that I attempt to get it to work it only took me a little bit, and nonetheless at least it provides more capability to ENIGMA. Just putting this here in case anybody is interested in continuing it. However I should mention that the scripts that make dll call backs should be made into an ENIGMA extension and all those scripts hidden from the end user when using the extension.