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1
General ENIGMA / Re: What's next for Enigma?
« on: May 28, 2015, 10:45:57 pm »
I've been fiddling around with parsers in general (not in ENIGMA), as I find myself pretty far behind the curve. Right now I'm contributing my time to MKXP, but I hope to get back to ENIGMA at some point in the future.
And there's my twice-yearly entries in the Ludum Dare competition, which are made using ENIGMA.
And there's my twice-yearly entries in the Ludum Dare competition, which are made using ENIGMA.
2
Function Peer Review / Re: Lua Extension
« on: May 04, 2015, 09:46:39 pm »
Ah, my fix was just for saving + loading with constants. LGM doesn't actually freeze that much on Linux. I can still post the jar if you want.
Are you sure that LGM is getting enough memory on Windows?
As a point of reference, I've never had LGM crash during either of the 2 Ludum Dares I did (so, 2 * 48h).
Are you sure that LGM is getting enough memory on Windows?
As a point of reference, I've never had LGM crash during either of the 2 Ludum Dares I did (so, 2 * 48h).
3
Function Peer Review / Re: Lua Extension
« on: May 03, 2015, 10:07:53 pm »
I pushed a patch to fix one of the problems with LGM, but it's not really my area of expertise.
If a particular crash scenario is causing you untold grief, try to narrow down the cause and I'll see what I can do to help.
If a particular crash scenario is causing you untold grief, try to narrow down the cause and I'll see what I can do to help.
4
General ENIGMA / Re: Ludum Dare 32 Entry
« on: April 29, 2015, 07:10:20 pm »Quote from: time-killer-games
Really cool! RPG is a very ambitious genre for such competitions. I wish you the best of luck. Looks really good!
Glad you liked it! It was in fact a little too ambitious, but I'm glad I tried it!
Quote from: TheExDeus
1) The enemy sometimes doesn't do anything in it's turn. It shows in console that it tries to select spell -1. I guess it could be intentional?
2) There are no health for enemies and especially boss, so I don't know how close I am to killing it. Like I literally fired 25 rays and 10 fireballs and it still didn't die. I tried to figure its health out from the massages in the console, but couldn't. Then, *spoiler alert*, I found out that I was meant to die to it. But because it does so little damage, sometimes it skips its turn and the there are many delays in the fight, it took like 5 minutes for me to die.
3) In one battle I got stuck on a rock/tree/battle area border combo. So I couldn't move.
Thanks for your suggestions! I've actually updated the binary with a few fixes.
1. Yes, the enemy doing nothing was intentional. The slimes were supposed to be fairly passive (there were supposed to be a lot more enemies).
2. A huge point of confusion for people playing this was that certain spells were too weak to hurt certain enemies. Note that you *can* beat any fight in the game. You're not expected to lose any fight ---but if you haven't leveled then some fights might be impossible.
3. This is a nasty collision bug. The update fixes it.
I've also sped up the battle speed, and given a damage boost for the "boss" fights.
I'm not planning on continuing to work on this, but the source is available. Might be a good example of the kinds of games ENIGMA is capable of!
5
General ENIGMA / Ludum Dare 32 Entry
« on: April 19, 2015, 09:33:44 pm »
I entered the Ludum Dare game jam again this year. Enjoy!
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=28370
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=28370
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General ENIGMA / Re: First Impressions Of ENIGMA
« on: February 21, 2015, 01:09:55 pm »
A bit LTTP, but the reason I originally chose to use ENIGMA was that it was easy (following the README) to get the source, run make, get LGM, and then open a game in the editor (in my case Iji). Compiling was harder, but I found it pretty easy to hack on.
For a project the size of LGM + ENIGMA, it's structured pretty well.
For a project the size of LGM + ENIGMA, it's structured pretty well.
7
Issues Help Desk / Re: Compiling for windows in linux problem
« on: December 28, 2014, 01:58:03 pm »
What error do you get exactly? Anything printed in the console?
8
Works in Progress / Re: Alpha version of An Untitled Story --game is complete-able!
« on: December 22, 2014, 10:03:48 pm »
Figured it out. The reason The Sun and Moon doesn't work is because constants aren't handled properly in ENIGMA currently.
There are some other playability bugs, but this at least gets you to level 1.
There are some other playability bugs, but this at least gets you to level 1.
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General ENIGMA / Re: Animated GIFs
« on: December 18, 2014, 09:41:25 pm »
In case you were wondering, An Untitled Story uses animated GIFs for a card game. Works perfectly now!
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General ENIGMA / Re: Animated GIFs
« on: December 18, 2014, 12:33:12 am »
Thanks, I'll add in the changes you mentioned. You might want to hold off on the segfault review; I've done some local changes that affect how memory is accessed.
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General ENIGMA / Re: Animated GIFs
« on: December 17, 2014, 07:09:06 pm »
The world is not ready for ENIGMA-powered GIFs!
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General ENIGMA / Re: Animated GIFs
« on: December 15, 2014, 10:40:43 pm »
Got it to parse a lot faster: https://github.com/sorlok/enigma-dev/blob/bd8342b92630d241367579e2b7932570d3ca3597/ENIGMAsystem/SHELL/Universal_System/gif_format.cpp
I'm currently running it through a variety of animated GIFs to try to find cases where it crashes. Once that's done, I'll make the pull request.
I'm currently running it through a variety of animated GIFs to try to find cases where it crashes. Once that's done, I'll make the pull request.
13
Works in Progress / Re: Alpha version of An Untitled Story --game is complete-able!
« on: December 14, 2014, 06:27:51 pm »Another game you could try get running is Sun and Moon (http://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=3479). I just saw it on Total Biscuit's channel (as it's a steam game now), but it was made for Ludum Dare and has source available. There is some problem with draw_set_font(font) when parsing, but when I comment that line out the game runs. So it only needed one change for compile to work. But nothing but the window and music shows on screen. There is some use of uninitialized variables that might be the problem. Maybe I will get it working when I have the time.
Thanks, that's a good idea! If it's already running, then tracking down the remaining issues shouldn't be too hard. I'll have a look at it ---thanks for sending this my way!
14
General ENIGMA / Re: Animated GIFs
« on: December 14, 2014, 11:50:59 am »I'm not sure how bad GIF is about it, but APNG supports some fifty million methods. (It's not actually that bad; it just caught us by surprise and was not a welcome work task.)
GIF supports 4 methods: "clear", "previous image", "previous and restore", and another one I can't recall. They're all simple, and shouldn't be a problem.
I know that previously we didn't check for errors, even if the image_load_ functions returned them. But now it seems we do.
I'll have a look and see what crashes; it might be a divide-by-zero, actually (since the convention when loading GIFs is to set the subimage_count to 0). Will get back to you on this.
15
General ENIGMA / Re: Animated GIFs
« on: December 14, 2014, 01:38:43 am »
The current image_load does something like this:
...so yeah, it's definitely going to react badly to unknown image formats, one way or another.
Regarding your other points:
Code: [Select]
if (format.compare(".png") == 0) {
return image_load_png(filename, width, height, fullwidth, fullheight, flipped);
} else if (format.compare(".bmp") == 0) {
return image_load_bmp(filename, width, height, fullwidth, fullheight, flipped);
} else {
return image_load_bmp(filename, width, height, fullwidth, fullheight, flipped);
}
...so yeah, it's definitely going to react badly to unknown image formats, one way or another.
Regarding your other points:
- I'm going to be speeding up the implementation; there's lots of easy optimizations I can make.
- I haven't added in the GIF graphics extensions, but they're actually super-easy. Regarding animation, GM treats GIFs as sub-images in sprites, so there's no timing information. We could probably hack that in, if desired.