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Messages - time-killer-games

976
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 03, 2013, 09:02:34 am »
Are you saying I should try the Direct graphics target (instead of OGL) in order to use the DirectShow functions? Because like I said I already tried that and it only works when the video is full screen and looping.

977
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 02, 2013, 01:54:26 pm »
It's alright that the CD extension is windows only, thanks for letting me know. :-)  I'm aware the video functions are a different extension. I was changing the subject. What I'm saying is I tried the video funcs with the direct show ext enabled, but on DirectX, OpenGL 1.1, and OpenGL 3.0 the video playback only works when in full screen and when looping. If the video doesn't loop or if its not full screen it doesn't work and sometimes it will cause the game to crash.

978
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 02, 2013, 12:57:01 pm »
Thanks man! This is terrific! The CD functions will be of good use to me and I'm sure it will also help a lot of other users trying to port their old games to Linux, etc. Any news with the video functions? I tried them out a couple days ago it works fine when in full screen and looping but if it's not in full screen or not looping the video won't show and the game will sometimes crash. But it's not that urgent you may take as long as you need to complete it. :-)

979
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 02, 2013, 12:43:38 pm »


I have not created the drawings featured in this specific post. Credit goes to Domozo. He made them by my request. Click here to visit his Facebook profile. You are not aloud to redistribute or repost/embed these images anywhere on the web or by any other means. These images aren't meant to be anything more than a spoiler for my games. The games will be commercial and you'll see these images in various places in the gameplay.

980
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 02, 2013, 10:04:21 am »
ikr I'm surprised my dad actually did that dance for me.

981
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 01, 2013, 09:58:20 pm »
The prequel of this game is being developed simultaneously. The prequel is called "Escape Riverside Psychiatric Hospital". Warning: game contains retards where as "Psychiatric" is a synonym for "Psycho" in a nutshell.


982
General ENIGMA / Re: Virtual Keyboard Functions
« on: October 31, 2013, 06:49:37 am »
You know, I'm no where near as skilled in c++ as you are but I've visited that page and was aware of its contents for quite some time now. :P Is there a particular significance behind this topic I'm not seeing? :P

983
Same here but I thought it would be good to at least warn people that might not have. What would you do if you woke up in the middle of the night with one of them in your face with cum drooling on your pillow? I'd seriously die. Also the cursor makes it hard to click the reply button but that's what she said.

984
General ENIGMA / Re: 3D Particle Effects
« on: October 30, 2013, 01:33:15 pm »

985
General ENIGMA / Re: 3D Particle Effects
« on: October 30, 2013, 10:07:45 am »
Sounds great! I look forward to it!

986
This is very old news, but if someone asks "do you know what a blue waffle is?" before they say "you don't wanna know" or "Google it" tell them it is a vaginal disease that looks so gross it makes the common man in a right mind nearly vomit. And instead of being tempted to Google image search that jank, do yourself a favor and prevent an upset stomach.

987
Off-Topic / Re: Game Maker versions 1.4 to 6.1
« on: October 30, 2013, 09:54:26 am »
If you ask me Game Maker like you said barely changed from 4.3 to 8.1 but Studio was a huge leap for YYG, at least even though there's many bugs, they can still be worked around a lot of my projects weren't at all effected by the bugs everyone's been talking about, sprite/sound_add/replace are the only issue I've had but I worked around it by importing the resource in the resource tree which was no big deal or drastic change.

988
Off-Topic / Re: The truth about "Obsolete GMStudio functions
« on: October 29, 2013, 04:49:09 pm »
I see where you're coming from Harri with most of what you said, but I'm fully aware the window_* functions don't work on android iOS, etc the point I was getting at is even though it doesn't work on mobile devices, it DOES work on the desktop platforms which includes Windows Xp/Vista/7/8, Mac OS X Ubuntu, HTML5 and YYC. Though not all platforms support it, more than half of them do. Well, when it comes to window_set_cursor() function and the cr_* constants thanks to Robert for the heads up is no longer a compelling argument on my part, but hey, most of the other window_* functions are still there at least and they only work on desktop platforms.

Robert also made a good point about the exclusive Windows 8 - only functions, please note, are these really cross - platform? Nope. Since they were added recently, clearly whether a function is completely cross-platform isn't really even applying to their reasoning in removing functions.

The splash stuff - This is where I strongly disagree. WebView controls are impossible to do in GML without using an extension, so without such a web function, platforms that don't currently support extensions won't be able to do something so simple as to open an embedded webpage, it will have to be opened in the default browser, which is stupid because I could writing a portion of my game in raw HTML, embed it in my game, everything would be how it's supposed to be, but when opened in the browser, the local (or online depending on the case scenerio) url can then be exposed and the HTML source could be viewed. I know the HTML could be obfuscated  but that's not my point here, my point is, any game developer who uses GMS should have the capability to choose whether a url will opened in a browser or a web view control for the end user/gamer. I don't care what reason they have behind it they should at least have that option and choose it how they see best fits. Windows 8 and below, Mac, Android, Tizen, and even HTML5 (using the <iframe> tag) all could have a WebView control applied directly from each platform's specific APIs. To implement this it would require YYG to write like 50 lines which would make their product better to a small extent with no regrets. Compared to all the lines of code YYG wrote into game maker, 50 of 'em is very quick, easy, it would be no skin off their backs if they actually did this and it would benefit them and their customers.

Videos, there are a ton of programs I use for rendering high quality videos, SweetHome3D (MOV), Bryce (AVI), etc. they can't output raw animation frames. So if you honestly think videos shouldn't be supported I really don't understand that. Compressed videos (vs) Lossless Quality PNG sprites - which has a bigger file size? Also if I converted the video visuals into a PNG sprite and the audio into an MP3 sound, playing the animation in sync with the audio would be a nightmare and would vary every time you play it, IE a character moves his mouth talking and the actual audio plays lagging behind or vise versa, etc The lack of video support is the dummest of their mistakes. And there's zero excuse why they can't implement it with not just the fact they already have ffmpeg integrated in the engine, but video playback is literally fully capable to run on all devices they currently target. This includes almost all popular formats such as MP4, M4V, MOV, AVI, WMV, FLV, 3GP, and much more.

989
Off-Topic / The truth about "Obsolete GMStudio functions
« on: October 28, 2013, 01:54:42 pm »
That ignorant fucker NakedPaulToast posted a topic over at the GMC that strikes me as rediculously hilarious. Here's what it says (assuming he got this information from YYG) please note I added the text in bold...
Quote

The functions removed are not obsolete, (almost all of them!) YYG called them "obsolete" with false reasoning (lying), the real reasons these function are taken out because they are temporarily not present but they will be added back overtime or re-implimented with all the same features but different function names, which is a pain in the ass for people who plan to port their older GM 8.1 and below projects. Notice how NakedPaulToast uses YYG's words. How these functions "are not compatible" with all platforms is bullshit hogwash. YYG decided they were way too anxious to make truck loads of money so they release Studio even though it was not only bug ridden, it's a work in progress. The fact is YYG didn't want to admit that which is very silly.

With today's GM:Studio update the manual has documented all kinds of functions that have been removed and considered obsolete.

This has obvious relevance to current Studio and HTML5 users, but is also important to GM8.1 (or earlier) and GM4Mac users.

GM Windows and Mac users, if you ever plan to move to Studio (HTML5, Windows c++ runner, Mac c++ runner, iOS, Android Symbian, and any future export) then you should stop using them now. Even if you don't plan on moving to Studio, but do plan on moving to GM:9, it's probably a good idea to stop using them and consider them deprecated, as they have a high probability of not being supported beyond GM:8.1 and GM4Mac:7.

You should also be aware that not all of the functions associated with their respective categories have been removed. For example Particles, particles are still supported but only some of the particle functions have been removed. The documentation has also documented some of the broad reasons that these functions have been removed. Including:
Not conducive to multiple platforms
Usage requires taking control of device
Require code to be created dynamically
Block the execution of the runner
Horribly slow or poorly implemented
Not compatible with newer methods of doing things

If your current project does use any of the above, and you not plan on porting it to a future version of GameMaker, continue using it.



Obsolete Functions:
Spoiler


Triggers
I have no side about the registry functions, but I'm very positive they should work on windows, Mac, and Linux.
Registry Functions
registry_exists
registry_exists_ext
registry_read_real
registry_read_real_ext
registry_read_string
registry_read_string_ext
registry_set_root
registry_write_real
registry_write_real_ext
registry_write_string
registry_write_string_ext

CD functions work just fine on windows Mac and Ubuntu I don't know who the hell they thought they were kidding. window_* functions aren't "obsolete" even though those only work on windows Mac and Linux. It's because in a nutshell YYG were too lazy to bother with writing these functions per platform, it's only a matter of time these functions will somehow become "unobsolete" which makes no fucking sense but they are already doing this with other functions which at a time were "obsolete but aren't anymore.
CD Functions
cd_close_door
cd_init
cd_length
cd_number
cd_open_door
cd_pause
cd_paused
cd_play
cd_playing
cd_position
cd_present
cd_resume
cd_set_position
cd_set_track_position
cd_stop
cd_track
cd_track_length
cd_track_position
MCI_command

I already heard from a few people over at the YYG sandbox these functions are going to be back soon: (Windows, Mac, Linux)
Display Functions
display_set_all
display_set_colordepth
display_set_frequency
display_set_size
display_test_all
screen_refresh
screen_wait_vsync
set_automatic_draw
set_synchronization

the splash functions in specific becoming "obsolete" YYG has no excuse for. show_info is just a ditch text document viewer (RTF is a very universal format not just the desktop platforms even html5, android, iOS and (yes) everything else supports this, likewise for video playback (splash_show_video) they implemented ffmpeg for audio the fact they could just as easily add video support with ffmpeg it's drum they haven't done this yet. and embedding webpages via splash_show_web() can be done on all platforms (rather easily, too) Android and iOS for example have a built-in WebView UI control and it comes directly in the ADK and XCode kits. Needless to say you can also view plain text on all platforms.
Splash Functions
load_info
show_info
splash_set_adapt
splash_set_border
splash_set_caption
splash_set_close_button
splash_set_color
splash_set_cursor
splash_set_fullscreen
splash_set_interrupt
splash_set_main
splash_set_position
splash_set_scale
splash_set_size
splash_set_stop_key
splash_set_stop_mouse
splash_set_top
splash_show_image
splash_show_text
splash_show_video
splash_show_web


If particles didn't work then why can you find thousands of apps on Google play, the AppStore, etc all use advanced particle systems (both 2D and 3D) but GMStudio can't hardly implement just primitive 2D particles, let alone 3D
Particle Functions
part_attractor_clear
part_attractor_create
part_attractor_destroy
part_attractor_destroy_all
part_attractor_exists
part_attractor_force
part_attractor_position
part_changer_clear
part_changer_create
part_changer_destroy
part_changer_destroy_all
part_changer_exists
part_changer_kind
part_changer_region
part_changer_types
part_deflector_clear
part_deflector_create
part_deflector_destroy
part_deflector_destroy_all
part_deflector_exists
part_deflector_friction
part_deflector_kind
part_deflector_region
part_destroyer_clear
part_destroyer_create
part_destroyer_destroy
part_destroyer_destroy_all
part_destroyer_exists
part_destroyer_region

I don't really need to explain this, I've done research you can manipulate sound in realtime on all the platorms except html5 (though in html5 volume CAN be adjusted.
Sound Functions
se_chorus
se_compressor
se_echo
se_equalizer
se_flanger
se_gargle
se_none
se_reverb
sound_3d_set_sound_cone
sound_3d_set_sound_distance
sound_3d_set_sound_position
sound_3d_set_sound_velocity
sound_background_tempo
sound_discard
sound_effect_chorus
sound_effect_compressor
sound_effect_echo
sound_effect_equalizer
sound_effect_flanger
sound_effect_gargle
sound_effect_reverb
sound_effect_set
sound_get_preload
sound_restore
sound_set_search_directory

They already re-implemented these with different function names (see the "networking tutorial) also some ignorant faggot at the GMC said YYG got rid of the mplay functions because they had bugs and didn't always work how they should've. So why not fix the bugs instead of renaming the functions and argument count changes? That just leaves all the more work for porting old projects for no reason.
mPlay Functions
mplay_connect_status
mplay_data_mode
mplay_data_read
mplay_data_write
mplay_end
mplay_init_ipx
mplay_init_modem
mplay_init_serial
mplay_init_tcpip
mplay_ipaddress
mplay_message_clear
mplay_message_count
mplay_message_id
mplay_message_name
mplay_message_player
mplay_message_receive
mplay_message_send
mplay_message_send_guaranteed
mplay_message_value
mplay_player_find
mplay_player_id
mplay_player_name
mplay_session_create
mplay_session_end
mplay_session_find
mplay_session_join
mplay_session_mode
mplay_session_name
mplay_session_status

all of these should work on Windows Mac and Ubuntu
Message Functions
text_type
button_type
input_type
caption_health
caption_lives
caption_score
get_color
get_directory
get_directory_alt
get_open_filename
get_save_filename
highscore_set_background
highscore_set_border
highscore_set_colors
highscore_set_font
highscore_set_strings
highscore_show
highscore_show_ext
message_alpha
message_background
message_button
message_button_font
message_caption
message_input_color
message_input_font
message_mouse_color
message_position
message_size
message_text_charset
message_text_font
show_health
show_lives
show_menu
show_menu_pos
show_message_ext
show_score

these (along w/ the misc functions) are the only ones I'm actually glad they got rid of they have better things to worry about implimenting
Dynamic Functions
execute_string
object_add
object_delete
object_event_add
object_event_clear
room_set_code
script_get_text
variable_global_array_get
variable_global_array_set
variable_global_array2_get
variable_global_array2_set
variable_global_exists
variable_global_get
variable_global_set
variable_local_array_get
variable_local_array_set
variable_local_array2_get
variable_local_array2_set
variable_local_exists
variable_local_get
variable_local_set

It can be done, on all platforms, but because of YYG being lazy we have to write our own transitions with surfaces and shaders.
Transition Functions
transition_define
transition_exists
transition_kind
transition_steps

Miscellaneous Functions
discard_include_file
error_last
error_occurred
export_include_file
export_include_file_location
gamemaker_pro
gamemaker_registered
gamemaker_version
secure_mode
set_application_title
set_program_priority
sleep - this function my be a little pointless buy FYI it can easily be implemented without any work involved really.

And lastly, game_save and game_load used to be obsolete but it isn't anymore because they finished writing it for every platform (except for the YYC ATM) and screen_redraw / screen_refresh would be no sweat for YYG  to re implement so IDK why they haven't yet they are not entirely useless. With screen_redraw/refresh you can make high quality ray tracing which I find to be rather cool (see the ENIGMA examples/games page.)

I find it entirely stupid that YYG nearly incapable of being honest over such silly concepts. If they are being lazy or anxious to share their half eaten (by bugs) software and make thousands a month selling it they could at least admit it instead of calling everything the haven't completed yet obsolete.

990
Works in Progress / Re: Project Mario
« on: October 27, 2013, 03:13:03 pm »
Blender is a royal pain for creating precise / linear models. At least for me. I like sketch up better personally but I can't afford to buy pro for commercial use so in the meantime I'm tolerating blender

PS sculptris is perfect for natural, organic shaped models. The high polygon count can be an issue when loading the models into enigma, but it's nothing blender's decimate modifier can't solve.