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General ENIGMA / Re: About ENIGMA's new direction - YOU KILLED IT officially !
« on: August 13, 2018, 02:08:55 pm »From what I understand it was just the GMS 1.4 IDE that was coded in Deplhi which is why they were always reluctant to add IDE changes. The runner itself has always been written in C++ as far as I am aware.
Hmmm this is interesting - are you sure about that ? I do not believe the runner was always written in C++, in fact it wasn't as I recall YYG was mentioning for years that they plan on rewriting the runner to be C++. I think what helped YYG big time is the market place, there are some very clever extensions that were made by the user base, they let their users do their dirty work, and yet they pocket the big money for an overpriced software - Many of those extensions give new life to the product by adding features that in some cases should have been included in a product that costs 4 figures, example video support this should be a basic feature of such software, so if there any positive thing to say about GMS it is mostly in part due to the great work made (including yours ) through the market place, which is the reason why depending on the individual and project, there are some really cool things you can do with GMS that you cannot with ENIGMA, and this is NOT thanks to YYG but entirely thanks to the user base that did all the bloody work ! So the availability of those extensions offset some of the bullshit. You know the expression right, you can't polish a turd but you can roll it in glitter, so the extensions help greatly, if only the IDE was not a giant fucked up mess and allowed cursor navigation instead of the constant wear and tear of the mouse it would be even nicer. No other language support other than GML, major disappointment, no integration of C, nope, a still noticeable delay between the time a sound action is called and actual playback - this shit has been plaguing GM since its original days before YYG, I have not tried custom audio extensions yet to see if it resolves this. So yeah even though GMS is full of utter shite, fact remains there are praises to be made and the product is useful depending on the individual and needs but the credits should go mostly to the users who have contributed through the market place and YYG has pocked big time from its users
I was told by YYG staff long ago that the 1.4 runner shares much of the code with the 2.x runner. Which was pretty apparent when the same bugs often showed up at the same time in both versions. For example the ugly cursor that was displayed up on XBox One UWP builds, which could not be removed.
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General ENIGMA / Re: About ENIGMA's new direction - YOU KILLED IT officially !
« on: August 13, 2018, 12:22:56 am »How I wish that one day ENIGMA works with DarkRonin's video extension GMS has won me over for that reason alone
Why thank you, son!
I'll have to give it another crack in ENIGMA once again and help you break those chains.
Welcome back! I long for the day you decide to contribute! Many great things would happen if you did.
Do you mean the engine itself, I was under the impression that it is now compiled in C++ along with the "YoYo engine". In a way ENIGMA is like that too it compiles but it includes its own enigma engine with it, of course no comparaison that ENIGMA does things better, but on both products there is an engine, and the C++ generated is nowhere near coded from scratch clean C++, that's a fact, though I don't think people care nowadays anyway - much can be said about all the commercial games sold today, they are based off of engines, though again no comparaison code somewhat more optimized and compact than the big mess generated by YYG - also that "runner / engine" is now C++ (right?) before it wasn't - YYG had lots of opportunities to make things significantly better, unfortunately they spent most of the time reworking the IDE than anything else, though the idea of tile based collision being integrated to the IDE in some upcoming release (probably before christmas 2021 ;P ) sounds appealing - Anything that gets users to stop using multiple instances and use tiles instead, this will greatly simplify things for those who don't want to mess with doing this manually which can be tricky unless you are an advanced user. Hopefully eventually ENIGMA can integrate this.
33
General ENIGMA / Re: About ENIGMA's new direction - YOU KILLED IT officially !
« on: August 12, 2018, 07:47:57 pm »How I wish that one day ENIGMA works with DarkRonin's video extension GMS has won me over for that reason alone
Why thank you, son!
I'll have to give it another crack in ENIGMA once again and help you break those chains.
I wish we could use cursor keys to move around the messed up IDE in GMS2 instead of having to use mousewheel and wear out the mouse buttons, this is another major turn off for GMS2, the IDE, when you have so many things going you have to scroll here scroll there, make extra clicks, etc. happy to see that ENIGMA is still alive though if only i can get it to run
34
Programming Help / Re: Detecting global keypress outside of the compile dapp
« on: August 12, 2018, 07:44:22 pm »Hey my old friend, DarkStar2!
I had a quick look in the ENIGMA source and couldn't see what was tying keyboard input to the engine.
When ever I have dealt with keyboard input in C++, I have always had to make sure my own window is in focus (in code) otherwise I would pick up key presses from other applications as well. Which is the exact opposite of what you are after.
Maybe I can write something for you to grab all key presses. Would you be happy having your project talk to a DLL? This would be the quickest way for me to help with what you are after.
What I am looking for essentially is a way to detect key presses OUTSIDE the running instance.
The only thing I want to be able to detect is CTRL-C and CTRL-V, whenever CTRL-C is detected, it grabs the clipboard content adds it to an array, whenever CTRL-V is detected it increments the position in an array, grabs whatever is at the current position places in the clipboard.
I could somehow pull some magic using ENIGMA but it would require going in and out of focus manually, which is quite tedious.
As far as talking to DLLs I am not familiar with that, never had to do so in GMS or ENIGMA, that would be new to me. First, I need to get ENIGMA installed With the MSYS2 method I am unable to - LGM crashes at startup and cannot find the enigma dll even though it is there, in the right spot where it should be
Thanks though I will try another alternative idea first, once I get ENIGMA installed and running
35
Programming Help / Re: Detecting global keypress outside of the compile dapp
« on: August 12, 2018, 12:38:34 am »lolz Are you serious guy ? you will need to look elsewhere for your script kiddie project, I'm afraid you are on the wrong side of the pond, you'll have to learn coding to do what you are trying to accomplish - and your finished product would likely have to be a DLL - not something you can do with this product, there's not much you CAN do with this product anyway so it's time to move away from n00b territory.
Wow this is not the response I was expecting though. Though you might be partially right, I guess this is something I will have to code from scratch (global key detection / hooks) etc, and FYI I'm not a script kiddie, if I was I probably would not be here - This is for a specific project to help with some of the work I do where i have to copy content from point A to point B on a regular basis, so what I was looking to do is detect CTRL-C outside the app, once this is done, read from the clipboard and store inside an array - when detecting CTRL-V, it would go through the array and provision the clipboard with the new values on each CTRL-V press, this is for a very specific use, PERSONAL use not for distribution and for legit work, this would be a time saver to me, so it's not a script kiddie project :/ Though I thought that maybe there was a way to use ENIGMA to detect keypresses outside of the running instance, guess not.
36
General ENIGMA / Re: About ENIGMA's new direction - YOU KILLED IT officially !
« on: August 12, 2018, 12:33:08 am »GameMaker: Studio requires the exact same bloatware in the form of LLVM & Visual Studio. The difference here is that ENIGMA is not a giant monolithic piece of bloatware shit like GMS is. You can remove any of the extensions and you don't have to install all of the dependencies. If you did that, then I just feel sorry for you that you clearly don't know how to use a package manager and probably don't even know how to use your computer either.
How I wish that one day ENIGMA works with DarkRonin's video extension GMS has won me over for that reason alone but yeah as far as the bullshit point about installing stuff, I agree with you, GMS requires much more shit to install and it's much bigger too, but that shit is the price to pay for compiling vs. the RUNNER approach they used in the past. I much prefer ENIGMA's new install process than going through the GMS install process anytime, though I'm wondering if he has even installed GMS - YIKES.
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General ENIGMA / Re: About ENIGMA's new direction - YOU KILLED IT officially !
« on: August 12, 2018, 12:26:00 am »
You are still dabbing your cheese encrusted feet into a world of obsolete, whilst some of us are making PROGRESS and moving forward.
Have fun running around circles chasing your own tails :/
But alienating your user base that supported you from day 1, that is fucking unacceptable
Who's "WE" ? GMS2 is hardly progress, ok maybe some things have progressed, but they clearly have not listened to their user base and I'm not even going to get started on the IDE, you still must install software, in fact more, and bigger, and for an over priced software they sure update things on a snail's pace and their updates keep getting smaller and smaller with the time in between updates increasing significantly. And they still own your soul in this life and in possibly future lives as well, so yeah, though I am still using GMS as unfortunately the LGM is not stable and GMS2 has many features that ENIGMA doesn't though understandably, you have to keep in mind this is open source, and free. One thing I appreciate with ENIGMA is the smaller file sizes, unfortunately GMS crams everything, instead of only including the modules you will use, I've done some comparatives and tried compiling empty projects, the difference was significant, this is an area that GMS still lacks. Though yeah there are many areas it seems that ENIGMA is lacking and behind though this is why you have a choice - it's still free and I make use of both worlds, though I would caution on praising GMS though The IDE is atrocious in some ways, you will have to do more clicks than ever before, hope you have a solid mouse that can withstand several millions of clicks because that mouse click button will wear out faster using GMS2's IDE ;/
So where's the progress you are talking about ? My biggest gripe with ENIGMA is the stability of the IDE but this was covered many times and the reasons why so yeah with a good, stable and functional IDE, ENIGMA would be a great alternative, minus some of the perks of GMS2, but with a much MUCH cleaner IDE and cleaner compiles........So you have to accept compromise somewhere, depending on the type of projects you are working on.
38
Issues Help Desk / Re: Keeping assets outside of executable
« on: July 18, 2018, 12:33:59 pm »
I honestly cannot understand the whole concept of cramming all resources into the EXE. I would never use such approach and I think it is good practice to use external resources. If I have some time I will be working on my own personal project to build my own resource engine which will handle loading external resources from packed files, encrypted files, etc....similar to what is used in commercial games - and it is easier this way when you want to release updates to your games without having to distribute the whole bloody executable.
Of course if you want to use the room editor that comes with the IDE, that can be an issue of course, which is why I would be inclined to build my own room editor engine, and have code to generate the room
Of course if you want to use the room editor that comes with the IDE, that can be an issue of course, which is why I would be inclined to build my own room editor engine, and have code to generate the room
39
Programming Help / Detecting global keypress outside of the compile dapp
« on: July 18, 2018, 12:24:01 pm »
I am working on a specific project where I would like to detect keypresses but from OUTSIDE of my application, even when it is not focused. Example, my compiled application is running, and I am using another application outside of it. When CTRL-C is detected, my compiled application detects it and triggers whatever event .......
Currently I know how to detect keyboard and mouse events from within the application. Is there a method for me being able to detect key combinations (i.e. CTRL-C, etc.) outside of my application while it is running ?
Thanks.
Currently I know how to detect keyboard and mouse events from within the application. Is there a method for me being able to detect key combinations (i.e. CTRL-C, etc.) outside of my application while it is running ?
Thanks.
40
Off-Topic / Re: ENIGMA Value
« on: February 14, 2018, 04:03:38 am »
Why not crowd fund it, like they did with FPS Creator OVERLOADED or some similar 3D game making project....... I would gladly donate some money to support development of ENIGMA and more important the rewrite of LGM - Honestly I don't think ENIGMA is going anywhere - most of the developers have abandoned it for whatever reason and there doesn't seem to be interest. Now with GMS 2 out and major improvements in that area, it is time for ENIGMA to branch into another project, cutting ties with legacy GM and building on its own whilst maintaining the easy of use and learning curve of GMS and similar feature set to GMS 2, etc, I've said it since day 1 I am willing to pay for software that is useful to me and competitive. Whilst GMS2 has made big improvements, they still lack in many areas. ENIGMA has always made smaller compiles and allowed you to manually disable unused modules......Smaller footprint, support for non GML, etc, so there are lots of things ENIGMA or whatever name can work on ...... GMS development is extremely slow, even for over priced, overrated software, they are still bloody slow - their development speed certainly has not improved with the funding they received. So I am a bit skeptic that ENIGMA can be revamped significantly, with so little resources ....
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General ENIGMA / Re: Hardware Diagnosis
« on: February 14, 2018, 03:48:16 am »
Last year I purchased my ASUS GTX 1070 Turbo 8GB - This year it is $400 more bloody expensive !!! All because of the crypto miners - bloody fucks - the PC gaming industry is doomed and killed now by the miners, now the high-end gaming cards go over $1k-$1.5k - what a big cluster fuck of a situation - So I guess NVIDIA should stop using the terms GAMING they might as well label their product line Crypto Mining, gaming on PC is over, thank you miners !! The only alternative is low end and low/mid in other words utter shite - really hurts for someone who has an 8GB card - the thought of me having to purchase a 3GB/4GB card which is less powerful than what I have next time I upgrade makes me SICK! So to all of you who's Commodore 64, AMIGAS, Atari, etc, gathering dust, don't throw them away yet, they might become useful eventually.
42
Third Party / Re: DnD to GML utility
« on: September 24, 2017, 09:58:53 am »The program is indeed outdated but still quite useful.....like I said....... just thought it would be useful for newbies to ENIGMA to learn EDL as itt converts Drag and Drop actions into the relevant EDL/GML code.
I prefer to code in EDL but at times when I'm stuck on something, I use Drag n drop, then use that converted code. Unfortunately, for some reason, i can't get GMS2 to work on either my laptop nor one of my desktops. Both of which has 64bit cpus in them. I don't really care that much any way, since they dropped LINUX support.
I prefer GML/EDL as well, from the start. I could never get into D&D, even from the GM legacy years. Did it for a short time then found it was more work
As far as GMS2, if not mistaken you need at least a DX10 compatible GPU. And they do support linux, there is an Ubuntu export module included.
43
Third Party / Re: DnD to GML utility
« on: September 21, 2017, 04:23:21 pm »Here's a little utility I've been using that converts Drag and Drop actions to GML. It's been invaluable to me in learning GML so I thought I would just share with any newbies out there.
Upon writing this , I did a search on DND to GML utilies and I came many others. One can also do a search and try them out for oneself but I still prefer this one as you can perform an actually code segment and it will convert it for you, right there and then. Check it out.
here's the link http://www.stuffbydavid.com/dnd-to-gml
Nice find - but this program is a bit outdated and from what I recall did not have FULL support. BTW, there is a built-in D&D to GML converter in GMS 2, every single D&D
is supported. Also sometimes it can be difficult to remember all those GML commands, so one could build their own libraries and functions and use those in their games as
well.
44
Off-Topic / Re: The little (game) engine that could...
« on: May 14, 2017, 04:07:33 pm »Hey Patrick,
You made some great points.
However, GameMaker Studio 2's Mac IDE is in closed beta, and will be released to the public rather soon, I'm pretty sure. Mac is more popular than Linux as a whole (including all distros afaik) and Mac is also very stable and isn't as likely to get a virus as Windows either.
But the reality still stands, GameMaker Studio 2 has no Linux IDE, and probably never will. That's one of the reasons I (and you) love ENIGMA so much.
I whole heartedly agree, it's a great software, and I hope it has years to come in its lifespan.
Right, best of luck then - some people like being attached to things and don't like progress. If you are attached to an obsolete "LEGACY" software, good for you, if it makes you happy. Some people just move on with progress. I would have agreed that ENIGMA is so much better, at a time when LGM was half decent and at the time of GMS8.1 But now ENIGMA is so much outdated on many levels. As far as Linux, never say never. They will have a MAC version out soon. And since there is more demand for Windows and MAC', those will be out first. Whether there will be a Linux or not, nobody knows. I don't think so. Nothing prevents you from building games for Linux platform though. But it is always the same rubbish about windows stability! The same rubbish with "oh non linear video editing is so much better on MACs" era. I worked on very complex NLE projects on an expensive PC for so many years without any issues.
Now that GMS2 breaks compatibility with certain GMS1.4 projects, and has new functionality, it makes ENIGMA even more obsolete than it already was. Not saying ENIGMA is no good for making games, but you are quite limited in comparison - and stability is a major limiting factor.
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Tips, Tutorials, Examples / Re: ENIGMA not Just for Developing Games
« on: May 13, 2017, 01:07:28 pm »
Yeah, whilst I agree that ENIGMA is not limited to created just games, it is not the optimal solution to build apps either. It is mostly a game engine. It would probably take more time to build apps using it.
For your project / needs, you would have been better off with NeoBook, ok it's not open source, but it's a rapid application builder / publishing tool which contains also a scripting language for more complex stuff. you can do just about anything you can imagine with it, and it is designed mainly for windows apps. It is a WYSIWYG style editor, supporting windows, dialogs, check boxes, radio buttons, scrolling bars, widgets, etc. it is to APPS what GameMasterStudio is to GAMES.
For your project / needs, you would have been better off with NeoBook, ok it's not open source, but it's a rapid application builder / publishing tool which contains also a scripting language for more complex stuff. you can do just about anything you can imagine with it, and it is designed mainly for windows apps. It is a WYSIWYG style editor, supporting windows, dialogs, check boxes, radio buttons, scrolling bars, widgets, etc. it is to APPS what GameMasterStudio is to GAMES.