Ok will try it later thanks.
About that capital H thing, that's strange.....
About that capital H thing, that's strange.....

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Quote from: Robert B Colton on February 10, 2014, 12:59:39 PM
That function has always been in GM since like Direct3D was added, however the function is deprecated along with all the others in Studio. Now, that said, that function only sets the display resolution, so you will also need to size up your view to match the display resolution. Game Maker has always been quite a bit a pain in the ass in this department, just Google about setting the resolution for GM, anything that applies to GM applies to ENIGMA.
https://www.google.com/#q=game+maker+resolution
So I guess I should not bother with resolution and simply allow the game to use whatever resolution the player has at runtime.
and let the engine take care of it.Quote from: Robert B Colton on February 10, 2014, 02:19:10 PM
get_string is implemented, along with get_color and all that Jazz. Darkstar2 if you have the latest version there is the Asynch extension you can enable and use get_string_async which is from Studio and allows the game to continue updating while the user inputs the string, then the Asynchronous Dialog event is triggered when they've entered their response. I can also make you an example that just uses script_thread.
However, I think you may be looking to custom render the input, if that is the case, use keyboard_string, I have written you an example for this.
Hit tab to open the input box, enter a string and then hit enter. This is a simple way of accepting input from a user for a while in GM.
https://www.dropbox.com/s/c0mnfzw10dsffvg/keyboardstring.gm81
There is currently a bug with keyboard_string though where backspace does not clear your last character but adds a new capital 'H' this little piece of code will resolve that until it is fixed, just add it at the very top of the step event.Code (EDL) Select
if (keyboard_check_pressed(vk_backspace)) {
keyboard_string = string_copy(keyboard_string, 0,
string_length(keyboard_string) - 2);
}

Quote from: Robert B Colton on February 09, 2014, 08:12:02 PM
This actually goes back to why the issue isn't YoYoGames removing features. If they wanted to take GM in a fundamentally different direction, why the hell only go half way?
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They've gone with a pseudo clone, they would be miles ahead of themselves right now had they done this since the beginning of their take over and with much better reward too.
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You got to understand GM came out in the 90's, 1999 to be specific, though the actual original Game Maker, not GameMaker, came out in 1992 hence the reason why they've changed their name to avoid a lawsuit, and has not changed pretty much at all since then.
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Here is GM 2, 3, 7, and Studio.

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games as well, this would be a positive for learning, instead of how it teaches bad habits that you need to unteach yourself when moving to other tools and real programming languages.

Quote from: Robert B Colton on February 09, 2014, 06:58:23 PM
Right, that is why it should be redesigned to focus on helping them understand modern game design, not raster graphics from the 90's.
The difference is you only see draw_() functions which are raster graphics in programs like Windows Forms/Java/etc or basically Software, game engines are Hardware, well even software is becoming Hardware now, i.e. JavaFX/Qt
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But that was all hypothetical, the project here does what people want it to do. My only point is that GM's functions are verbose and could be redesigned to be more consistent and more powerful, LateralGM's interface also suffers from having options for every single GM version at one time, a result of its development having never been 1 to 1 with GM's.



).Quote from: Robert B Colton on February 09, 2014, 05:23:04 PM
I am glad you understand where I am coming from, but with that said, I do not plan on doing it any time soon until it becomes absolutely necessary, where it starts getting in the way of performance and stuff.
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Now, my other concern, is how shitty they are making GameMaker, I am really really starting to feel it's time ENIGMA not focus so much on compatibility and just do things our own way.
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There are a number of things that could just be done better in ENIGMA, and we should just say fuck compatibility already, we'd be able to do such a better job of popularizing the software, the whole clone ripoff thing just leads to comparisons and people always saying what we do and don't have. Where we could basically just do things a 1000 times better with much better design for shit.

So the problem is the software itself, not the rig. If I wanted to make a large game I too would not care about resources, but the program would have to let me make full use of my gear.
most games now use licensed content / pre-made engines. You can have all the pre-made stuff but what it comes down to is the programming / building of the game and how good the game is, as long as there is some original aspect to the game, I'm sure people won't judge based on whether the content is made from scratch or not.
. Also PNG is image only, you would have to then play the video/audio in sync.Quote from: Robert B Colton on February 07, 2014, 07:01:34 AM
I've seen his hardware specs, they aren't glamorous but they are good, bout the same as mine. It really shouldn't be taking that long TKG.