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1771
Graphics and Video / Re: ENIGMA examples - Games
« on: November 10, 2010, 06:32:11 am »Quote
Some part of me was hoping that game would work in ENIGMA and not Game Maker. Turns out the opposite was true.Right now there are some essential things missing in Enigma (like collisions), so I can't make it there yet. I do plan on optimizing it when it is converted in Enigma (like adding int i in all for cycles to make it faster). And in the end come up with some cool stuff that could only be made in Enigma. I also plan to make it visually very attractive which could end up slow in GM but would work fine in Enigma (like more particles and effects).
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Make the inverted rectangle the same size at all times, meaning that it shouldn’t get smaller when you move tThat is more of a feature.
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Use GM’s built-in particle effects in order to be simpler.I don't believe it would be simpler. And I am not sure at this point how and when Enigma will support particles. Enigma is fast enough to use objects for particles and still work faster compared to GM particles (I at least I believe so).
And the rest - I fixed most of the things you mentioned. As it is WIP I am aware of the small (or large) bugs it has. I was waiting more suggestions for the gameplay if you have any. Thou thanks, I didn't notice some things.
edit: One way to make it look more fancy would be to have a dynamic grid underneath that moves with explosions etc., but then it would look a lot like GridWars (or whatever it was called)..
1772
Graphics and Video / Re: ENIGMA examples - Games
« on: November 09, 2010, 03:18:40 pm »
Understood.
Anyway, here is an updated gmk. About 5 hours in work. Its gets messy thou. The code itself is not that bad (I always code it this way), but the amount gets larger. If I want to make a full fledged game then it will have even more code... Do any of you have any tips on my coding style (except lack of comments of course)? Maybe I use Alarms too much, but I think people should use them as they are the built-in time events.
Anyone with GM8 can run this. Also, you can criticize the game itself if you want (so ideas etc). I just improvise.
Anyway, here is an updated gmk. About 5 hours in work. Its gets messy thou. The code itself is not that bad (I always code it this way), but the amount gets larger. If I want to make a full fledged game then it will have even more code... Do any of you have any tips on my coding style (except lack of comments of course)? Maybe I use Alarms too much, but I think people should use them as they are the built-in time events.
Anyone with GM8 can run this. Also, you can criticize the game itself if you want (so ideas etc). I just improvise.
1773
Graphics and Video / Re: ENIGMA examples - Games
« on: November 09, 2010, 11:59:35 am »
Didn't get it. My english must be rusty.
I think you agree with lasse that I should use Invader graphics? Or I should make another type of game instead?
I think you agree with lasse that I should use Invader graphics? Or I should make another type of game instead?
1774
Graphics and Video / Re: ENIGMA examples - Games
« on: November 09, 2010, 10:36:59 am »
I wondered where these posts went..
Anyway, using SpaceInvader sprites would be lawsuit'y, so I will just use some basic shapes which can't be trademarked (and still look cool when glowing, because everything looks cool when it glows).
Anyway, I will make a game out of this (as Josh suggested), and we will see how useful as a learning example this would be.
Anyway, using SpaceInvader sprites would be lawsuit'y, so I will just use some basic shapes which can't be trademarked (and still look cool when glowing, because everything looks cool when it glows).
Anyway, I will make a game out of this (as Josh suggested), and we will see how useful as a learning example this would be.
1775
Graphics and Video / Re: ENIGMA examples - Games
« on: November 08, 2010, 02:18:19 pm »
I added an simple concept on how the example would look and how I would code it in the last post as an attachment (and a link.. ahh what the hell, here is the link again):http://host-a.net/HaRRiKiRi/GalaxyDefence.gmk
I think I need to remake it to make it more easy for beginners. It wouldn't be hard, but to make it 100% easy, I would need access to resources like paths. So I will finish this example as a coded one, and then I will remake it more easy when it is possible.
I think I need to remake it to make it more easy for beginners. It wouldn't be hard, but to make it 100% easy, I would need access to resources like paths. So I will finish this example as a coded one, and then I will remake it more easy when it is possible.
1776
Graphics and Video / Re: ENIGMA examples - Games
« on: November 08, 2010, 11:07:05 am »
Thats the thing. There are many ways we can make stuff with Enigma, and so I don't know what would be the best way for examples. Examples themselves could be a little open source taste on what Enigma can do, and so I don't think that everything should be 100% noob friendly.
For example, right now I have a dilemma on how to make the enemy's for the example. To make all of them in one object (like I would do in normal circumstances) or do I need to make every enemy type a new object and then use a parent object? The second method would be better for noobs, the first would be better for more experienced people.. Anyway, how about I just make a little game and we will see if my personal coding style is ok?
edit: Also, the game will be just a stylized galactic invaders type game with glowing shapes as the player and the enemys. Don't look half bad.
edit2: Here is the basic concept: http://host-a.net/HaRRiKiRi/GalaxyDefence.gmk. Development time to this point - about 2 hours (less actually). And that is the point I think we need to stress with Enigma (and GM itself), that some interesting games can be made in very short amount of time. Question about my example is the following: Can it be coded like that? I haven't commented anything yet (which of course would be needed if was included as an example), but the general way I make it. Like using one object for different things. Thou I think I showed how sprites can be used economically, and how to code a very basic and short level system. I just want to know if we should encourage users to code something like that, or by using every resource Enigma provides. Like I could use paths for the enemy falling, and every level could be in a different room. This would be more easily manageable by an unexperienced user, but this, I think, gives more flexibility.
I must also stress that this will not compile in Enigma as of yet, and it could be a basic landmark to get working.
For example, right now I have a dilemma on how to make the enemy's for the example. To make all of them in one object (like I would do in normal circumstances) or do I need to make every enemy type a new object and then use a parent object? The second method would be better for noobs, the first would be better for more experienced people.. Anyway, how about I just make a little game and we will see if my personal coding style is ok?
edit: Also, the game will be just a stylized galactic invaders type game with glowing shapes as the player and the enemys. Don't look half bad.
edit2: Here is the basic concept: http://host-a.net/HaRRiKiRi/GalaxyDefence.gmk. Development time to this point - about 2 hours (less actually). And that is the point I think we need to stress with Enigma (and GM itself), that some interesting games can be made in very short amount of time. Question about my example is the following: Can it be coded like that? I haven't commented anything yet (which of course would be needed if was included as an example), but the general way I make it. Like using one object for different things. Thou I think I showed how sprites can be used economically, and how to code a very basic and short level system. I just want to know if we should encourage users to code something like that, or by using every resource Enigma provides. Like I could use paths for the enemy falling, and every level could be in a different room. This would be more easily manageable by an unexperienced user, but this, I think, gives more flexibility.
I must also stress that this will not compile in Enigma as of yet, and it could be a basic landmark to get working.
1777
Graphics and Video / ENIGMA examples - Games
« on: November 07, 2010, 04:17:21 pm »
I have created some awesome (AWESOME) shit for GM too. I could make some "examples" if you want. Like the Galactic Invaders thing, where you fly, shoot and get points. I am quite good with graphics too. Question is do the "examples" need to be like tutorials where every step is explained or just a game they way I make it and everyone can learn from it if they can.?
1778
Proposals / Re: Thoughts on forum registration...
« on: November 06, 2010, 02:23:06 pm »
I don't think bots understand rhetoric questions, so things like:
In what color is the white horse?
Could do. Thou "white" would be the color it would brute force, so maybe something that doesn't involve a real word, but a name or something. Or even just: Write Enigma backwards.
In what color is the white horse?
Could do. Thou "white" would be the color it would brute force, so maybe something that doesn't involve a real word, but a name or something. Or even just: Write Enigma backwards.
1779
Announcements / Re: Long enough without an update
« on: November 05, 2010, 09:15:09 am »Quote
AHEM, please read the ENTIRETY of the prev. post, then post.I did, and you wrote that the example doesn't reflect the state of enigma project. Which is not my point. I just thought that the example itself should of been different.
1780
Announcements / Re: Long enough without an update
« on: November 05, 2010, 06:31:44 am »
I think something as general as With() statement works on all, or doesn't work on all. What you want is something more platform specific, like this window widget, or drawing functions (if directx is put in or something similar).
1781
Off-Topic / Re: Does the tracker need severity?
« on: November 04, 2010, 12:12:00 pm »
Yeah, one way is to keep the severity rating, but removing the user possibility to set it.
1782
Announcements / Re: Long enough without an update
« on: November 04, 2010, 11:15:37 am »
Great update. Was getting worried.
About mouse wheels, I have one, most people have one, and most people use one. Also great that you added a function for mouse wheels, as GM itself only has some action. Which is weird.
Also, I will check out that widget thing. Does this mean I can make new windowy things for my game/program or they will work only in Design mode? Would be great if it worked for production level too.
About mouse wheels, I have one, most people have one, and most people use one. Also great that you added a function for mouse wheels, as GM itself only has some action. Which is weird.
Also, I will check out that widget thing. Does this mean I can make new windowy things for my game/program or they will work only in Design mode? Would be great if it worked for production level too.
1783
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: November 01, 2010, 09:59:18 am »
Lets just make LGM export fonts and Enigma use them and then lets see. I made my own fast font which just had 10 numbers and that's it. I didn't want to make a whole 127-255 charset.
1784
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: October 31, 2010, 10:38:55 am »
For windows I am looking for something like this:
http://msdn.microsoft.com/en-us/library/dd183499%28VS.85%29.aspx
http://msdn.microsoft.com/en-us/library/dd183499%28VS.85%29.aspx
1785
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: October 30, 2010, 10:23:47 am »Quote
Also, I don't understand something...Yeah, redundancy is the key. I knew that only one cos and one sin function call should be needed, because I was following the same logic about the line, but I couldn't come up with something useful at that moment, so I basically used lengthdir_x and _y type of thing. I will see if I can make them as efficient as yours.
edit: You got to love optimizing code. Especially when it goes from 8 trig functions per symbol, to 2 trig functions per call.
Even then thou, I think it was faster than GM.
edit2: Uploaded the new .cpp file. Now every transform function has only two trig calls, one cos and one sin.
I am thinking of adding string_width_ext_transformed and other similiar functions. I think they should of been in GM, as for example, you want to place a rocket ship at the end of the rotating text.. Even thou it can be done with knowing the angle (which you know because you rotate the text) and using lengthdir+string_width, but still, this could be useful as a built-in function.
edit3: Also, what would be the best way to load fonts on the fly? I know that Josh previously had some way to render vector fonts. If a ttf file would be loaded and then just drawn on a texture, then it would work great. I am looking into 3rd party libraries like FreeType, and it looks promising, but also an overkill. The only thing I want is to recreate font_add function.
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