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Messages - time-killer-games

Off-Topic / Re: The Creeper
« on: March 10, 2014, 05:33:51 pm »
If my creature drawing was real, do you think your spider would fuck it?  Or would he not meet her high standards for a man. Or if she was a black widow and hungry, maybe?

Also I had the chills when I read your post specifically about the fangs going in your back it sounded very familiar. I had a nightmare, one of a creature that looks similar to the OP image but the back of it's head sagged like an octopus head does or a tick full of blood and two fangs curved down like some sort of insect, anywho it stuck it's fangs in my chest cavity for a good old jelly blood milkshake. I woke up from that shit with a seizure, not even joking. My head, arms, and legs were flopping like a trout washed up on deck. I couldn't even control myself. Crazy shit.

Off-Topic / Re: The Creeper
« on: March 10, 2014, 02:19:56 pm »
Well alrighty then. The image is actually based directly on a hallucination I had several years ago, due to lack of sleep. I remember it like it was yesterday. So you're not comfortable with sharing what you saw that's so badass? :P

I don't know if it ever worked I just know it doesn't work right now.

Off-Topic / Re: The Creeper
« on: March 10, 2014, 06:34:02 am »
Thanks. :) I didn't know you worked at a psychiatric hospital. What do you mean by you've seen things creepier?

Off-Topic / The Creeper
« on: March 10, 2014, 12:33:09 am »

I don't think you read my post - custom DND whether lib or lgl if they aren't libs that are automatically shipped with ENIGMA they won't work, as simple as that. You need to use code instead if you want to get anywhere with 3D at the moment.

@ DarkStar - that explains everything, 3D works perfect in pure GML / EDL but I tried using a custom lib recently for my game and it didn't act anything like its code equivalent, so I just ended up using code instead since it wasn't that hard to do.

@DarkStar - ENIGMA's 3D works just fine, either someone accidentally broke it in an update, or something is wrong with your code. Daz had a similar problem and he thought it was a bug too but it just turned out he forgot to use draw_set_color(c_white). Literally everything about the 3D used to work for me exactly how it also does in GMS so if your 110% sure your code isn't the problem, file a bug on the tracker, because someone must have broke it by accident and may only need a few lines of code to fix. I'm saying this from experience, once upon a time a month or two ago the 3D behaved EXACTLY the same in ENIGMA as it does in GMS. After you file this bug, it's only a matter of a week before it should be fixed anyway, so nothing to get worked up about.

Tips, Tutorials, Examples / Re: Conway's Game of Life
« on: March 09, 2014, 01:20:02 pm »
I'm aware of that. I know it's not. :P All I know is I attempted to call a Qt DLL from a MinGW-compiled Code:Blocks win32 application project the way I'd normally do it with a MinGW / Visual Studio DLL and it didn't recognize the exported function names. I attempted to view the exported functions with the good old DLL export viewer and the function names were fucked up with random symbols like @℅# etc so I tried the fucked up function names and still got errors. Anyway that's why I assumed Qt couldn't be used as a library. Excuse me :P

General ENIGMA / Re: Realtime 3D Shadows & Animations
« on: March 09, 2014, 12:54:45 pm »
Thanks guys for considering it, as I'm sure there's a lot on your plate as is. But though I would love to use these in ENIGMA that wasn't the primary reason in why I posted this. I posted this because these two 3D capabilities are something GM has always lacked, and now that GM can do such things it is a huge breakthrough to the GM community.

If we focussed less on fixing on minor various bugs that may or may not effect whether someone's game would work, and we temporarily focussed all on getting more significant things like this to work, it would definitely skyrocket ENIGMA's popularity if all goes as hoped, which is what I'd really like to see. ENIGMA really deserves the popularity it has always lacked.

Edit: I updated the OP.

YoYoGames are winning the race. But not for long!
ENIGMA's shaders system is buggy, incomplete, and
completely incompatible with GMStudio. An easy fix;
there are two fantastic shaders on the GMC that no
3D ENIGMA game should be built without:

1) Realtime Dynamic 3D Shadows
2) Realtime 3D Bones & Animations

If we won't support these any time soon that for me
would be a nightmare because ENIGMA's 3D is the
same as GM 8.1 which is terrible and ugly beyond
measure. For anyone to be able to make a serious 3D
game in ENIGMA, these two shaders are a must-have!

Edit: I found another shader that is very useful, but it
isn't near as popular and not as many people would
use it. It's hard to implement due to how it was coded.

3) Outlined 3D Cel Shading

This shader is pretty cool too but it's not as pressing,
we should focus on this one down the road when
there's more important things fixed and out of the way.
I just hope outlined cel shading will be a working part
of ENIGMA at least sooner or later. :)

Your thoughts?

General ENIGMA / Re: 360 degree gravity engine
« on: March 08, 2014, 04:21:29 pm »
doesn't it defeat the purpose ?
Why yes it does.

Perhaps he did that for a similar reason arrays can be used, to have more than one value stored in a slight variation of one variable name.

for instance you could do....
Code: [Select]

or the way he did it, which isn't isn't nearly as convenient, and doesn't completely have the same effect
Code: [Select]

I think he just couldn't think of a variable name that made sense and that could not easily be easily differentiated from a variable name he already had in use, so he added an underscore to the new variable.

Tips, Tutorials, Examples / Re: Conway's Game of Life
« on: March 08, 2014, 12:07:20 am »
Well that was rude.

General ENIGMA / Re: 360 degree gravity engine
« on: March 07, 2014, 06:03:56 pm »
@DarkStar It's not that it will only work with a small resolution character sprite, it's just that however he made the engine calculate the players collision mask was set to a fixed, very small size, but what confuses me about how to adjust that, is he didn't use any collision events and only one collision_* function that has seemingly nothing to do with the player's collision with planets. Idk if he used point_distance() with instance_nearest() or what for this specific thing, he codded it in a very complicated, more complicated than it had to be.

@ExDeus - I completely agree, for someone who is incredibly gifted at game development, 2Dcube sucks at coding almost as much as I do, which I didn't at all expect. I'm surprised he actually got the 360 gravity working, that must have been perfect blend of guesswork, guestimations, and pure luck morphed with impressive mathematics research.

Tips, Tutorials, Examples / Re: Conway's Game of Life
« on: March 07, 2014, 02:41:12 pm »
Can Qt elements be used in projects that aren't Qt? I mean like through a library, script or whatnot. Because ENIGMA wasn't written in Qt so I'm just checking it would suck if it would require to use a total rewrite just to access Qt's GUI framework.