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Messages - time-killer-games

Off-Topic / Re: What do you want from an IDE?
« on: September 22, 2013, 08:43:31 pm »
Three major things I was surprised you don't already list:

1) Select, cut, copy/duplicate, paste, move multiple instances simultaneously.
Likewise with the resource tree. I hate having to delete groups and resources individually.

2) Add existing resources from EGM folders.

3) Third thing I forgot but I know it was extremely important, I'll get back to you when (if) I remember it.

Issues Help Desk / Re: obj import example
« on: September 22, 2013, 12:02:02 pm »
If your model has no more than one texture, and it can be loaded into blender, there should be no reason why it shouldn't work in ENIGMA. If your model has n external material file, AFAIK it won't be recognized in ENIGMA, so any information that might be in that material (*.mtl file) will have to be replaced with EDL and resources.

For example, if your model uses a texture, create a sprite or background with that image stored in it.
Code: [Select]
//create event
t=sprite_get_texture(spr_texture,-1) //t=background_get_texture(back_texture)

//draw event:
If you are already doing something like this, please pastebin the error you're getting and file a bug on the tracker.

Third Party / Re: LibMaker
« on: September 21, 2013, 09:52:22 am »
Thanks! Got it working!

Off-Topic / Re: Blitz Monkey
« on: September 21, 2013, 09:50:39 am »
I bought it back when it supported PSM and costed $120.

I never really used it as much as GMS because even though with the miniB3D
module it kicks studio's butt, it's still a lot harder to program in. Also, they have
modules and targets that are completely open source, (see User Targets/Modules
forum). You might be able to use those sources as a building block for adding new
targets to ENIGMA such as their OUYA target. It would require a lot of editing but
it still could help IMHO.

Third Party / Re: LibMaker
« on: September 20, 2013, 03:36:42 pm »
It would be helpful if it explained anywhere on the wiki how the heck I can install the LGLs I just made. The folder structure is different in LateralGM how I would install a lib alll I'd have to do is drop them into the LIB sub-folder in my game maker directory. I tried searching my ENIGMA / LGM folder for the default LGL (I searched "*.lgl") actions and none were found. So I can't really use the actions I made unless you or anyone else who might know how to do this to actually excplain the installation process for LGLs.

Thank you.

Third Party / Re: LibMaker
« on: September 20, 2013, 09:21:16 am »
Omg I am so using this!
Thanks for sharing this is a nice find! :-)

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 20, 2013, 09:19:10 am »
Sure, I can change it no problem, do you feel the same about the Icon (which is my avatar)?
Thank you for the honest feedback, is there something about it in specific you don't like?

I have another idea for the icon, it's the same thing but as a3D model, which with quality lighting
and such applied to it, a little adjustment to the colors, adding depth and giving it more smooth
edges, making it rotate/tilt a little these things should probably make it look better.

I might do some of the same with the icon. I'll post the new logo and icon in a few hours I've got
things to do.

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 18, 2013, 04:09:52 pm »
In regards to whether I'm to use pre-rendered or
realtime 3D graphics - I've made my final decision.

Pre-Rendered it is!

As you can see a lot of changes and improvements
are being made.Though I need an outside opinion -
Should I keep the emboss / engrave effect on the
stone brick walls? Thanks!

Edit - another screenshot:

Edit 2 - Alright, I see no use in keeping the game's
title hidden, it will have to be announced sooner or
later so here's the Logo:

Function Peer Review / Re: Yoyogames Example in Enigma
« on: September 18, 2013, 01:26:07 pm »
I always wondered, why is it called "39dll" if you ask me that is an extremely stupid name, heck, it's some random number. I'm tempted to think the guy who named it was tripping on acid.

Graphics and Video / I was dying of boredom so I modeled...
« on: September 15, 2013, 09:00:02 pm »
...this chick. And I might use her in a game but haven't made up my mind just yet.

General ENIGMA / Re: GMK Parser written in GML?
« on: September 14, 2013, 03:15:26 pm »
Some people say tkg is a girl
I wish they were right :(

General ENIGMA / Re: Oracle Solaris 11 support?
« on: September 14, 2013, 11:17:14 am »
@Robert. It's a very old OS not many people use it but it's been around longer than Linux has. It used to be a commercial OS but overtime oracle decided to make it freeware like Linux but it isn't open source. What stirs up my curiosity about it is it can run both Linux and Solaris native apps, which provides more possibilities than Linux even then for whatever reason Linux is still more popular. It's interesting.

@ssss - alright I'll send him a pm. :)

General ENIGMA / Oracle Solaris 11 support?
« on: September 13, 2013, 03:14:49 pm »
I don't know how to go about it but is it possible to run enigma on Solaris and to compile games for it on a Solaris OS? Before answering questing I'm aware that Linux apps do run on Solaris and it's been that way since Solaris 10 was released.

But Linux is still a seperate OS and the Linux apps that run on Solaris don't run as fast and are not completely guaranteed to work where as native, solaris-specific apps don't suffer these problems. There is a version of MinGW for Solaris, and java, which is used for the IDE, is a language designsd by the creators of Solaris, which is obviously Oracle, one would think that it should work.

I haven't gotten a chance to play around with this at all but once I have I'll let you guys know my results! If enigma and its games can compile natively on Solaris, then we should really advertise that on the homepage, the wiki, etc.aside from the non-ubuntu Linux platforms, this might be the first export for ENIGMA that GMStudio might not ever have. :D

Programming Help / error: array index >= 32000
« on: September 13, 2013, 11:49:50 am »
Is there an easy alternative to using arrays, ie. a gml function, extension or anything that would work just like arrays but isn't limited to a maximum index? This to me is a huge problem because I can't have precise 3d collisions without using arrays or at least something of an equivalent to replace arrays with, because the model I'm loading has more than 32000 vertices (each stored in the array index), which throws the error.


Tips, Tutorials, Examples / Toon / Cel Shader Example
« on: September 12, 2013, 06:38:46 pm »
Toon / Cel Shader Example

Works in ENIGMA and GameMaker:Studio, and probably other
programs that have use the same shaders system. It's GLSL.

I belive this shader looks a little more interesting in use when
compared to the toon shader Robert included in his 1 million
cubes demo. I took me several hours to find this so please
enjoy. I got it from here.

Code: [Select]
varying vec3 normal, lightDir;
varying vec2 texCoord;

void main()
vec4 ecPos;
ecPos = vec4(gl_ModelViewMatrix * gl_Vertex);
lightDir = normalize(vec3(gl_LightSource[0].position) -;
normal = normalize(gl_NormalMatrix * gl_Normal);

texCoord = vec2(gl_MultiTexCoord0);
gl_Position = ftransform();

The Fragment:
Code: [Select]
varying vec3 normal, lightDir;
varying vec2 texCoord;
uniform sampler2D texture;

void main()
float intensity;
vec3 n;
vec4 _color;

n = normalize(normal);
intensity = dot(lightDir, n);

if (intensity > 0.98)
_color = vec4(1.0,1.0,1.0,1.0);
else if (intensity > 0.5)
_color = vec4(0.8,0.8,0.8,1.0);
else if (intensity > 0.35)
_color = vec4(0.4,0.4,0.4,1.0);
_color = vec4(0.0,0.0,0.0,1.0);
gl_FragColor = _color * texture2D(texture, texCoord);

You can use it with rendering your
entire 3D scene like this:

Code: [Select]
//this should be in your camera object
//Notice I didn't use shader_reset();, and in this case, you shouldn't either.
Or you can is it only with specific
models individually like so:

Code: [Select]
//This should only be used in the objects whose models you actually want to apply the effect to.
//Do all your translating, scaling, and rotating here.
shader_reset(); //In this case you should use shader_reset(); because you don't the entire scene to render this way.

I can't post the screens right now but I'll edit this
post when I capture something that actually looks presentable.