Now that's what I call an original game - 

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Quote from: time-killer-games on June 06, 2014, 12:42:39 AM
@Darkstar2 where did you copy that text from? I'm not seeing that in Webster's...
BTW you won't find "wilds" in a dictionary. You will see the singular versions otherwise the dictionary would be massive. It says that the plural form of wild is wilds. Wilds is a valid world, though in this case, Echoes of the wild would be better or Echoes Of The Wildz. 
Quote from: edsquare on June 05, 2014, 10:22:12 PM
The same goes for games developed with ENIGMA, they can be closedsource/propietary or opensource, your choice.

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Okey, then EDL for the time being.
Thanks again!
Quote from: lonewolff on June 05, 2014, 11:19:27 PMQuote from: Darkstar2 on June 05, 2014, 10:12:22 PM
So far so good, and once DX9 gets full screen and window moving fixes it will be even better. BTW, speaking of DX9 I am aware the lone is working on getting this fixed. And it's true what you are describing about D3D is spot on. I noticed it myself in games when alt tabbing and going back to the game the screen is black and there is a delay before everything is initialised again. However, there are some games that don't have this delay and instantly redraw the window. Can I assume that they are not using actual real full screen but other methods or different methods of repopulating the VRAM or whatever is done
This is probably to do partially with where the textures sit in the first place (RAM-wise) coupled with the amount of textures that need to be resent to the VRAM.
The explanation gets pretty complex after that. But essentially, it is pretty easy to saturate the GPU bus when copying textures back to the GPU.
The DX9 renderer I have just finished in my own engine (trying to port to ENIGMA now) switches instantly between true FS and windowed mode, that is without copying textures back though. So, remains to be seen under heavy texture load.


Quote from: Robert B Colton Yes, but important to note here Darkstar, me and you used that method to solve blurry text in Direct3D and it worked, there is no problem with Direct3D text at all now.
/quote]
So far so good, and once DX9 gets full screen and window moving fixes it will be even better. BTW, speaking of DX9 I am aware the lone is working on getting this fixed. And it's true what you are describing about D3D is spot on. I noticed it myself in games when alt tabbing and going back to the game the screen is black and there is a delay before everything is initialised again. However, there are some games that don't have this delay and instantly redraw the window. Can I assume that they are not using actual real full screen but other methods or different methods of repopulating the VRAM or whatever is done
BTW this fix would likely work for built in resources but NOT external resources such as those added by *_add functions, so there would need extra functions added to re-init those, + use of scripts. So in essence, DX9 will never be truly fixed in ENIGMA unless you handle everything yourself.Quote
Isn't that amazing? OpenGL is the one proving to be a bitch to fix, and it's not their fault, it's the graphics card manufacturers who make standard implementations of Direct3D and seem to molest OGL.
That's true and has been documented for years. I guess a good example is the DVD specifications, not 100% of the DVD players on the market adhere to strict DVD Specifications 100%,.
You've mentioned the problem might be caused by the way NVIDIA rounds, I guess it would have to be a chipset / chip revision as some NVIDIA users do not have the issue, although most do. I guess this would explain why .01 might actually be assisting the rounding ? Luckily this is an easy fix and once i'm done testing phase 2 and it's implemented, it will be easy to change the GL3Matrix as well.
Quote from: edsquare on June 05, 2014, 08:50:15 PM
Actually I dabled some with GWBASIC back in the day, then after more than 20 years I taught myself FPC (Pascal) in
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I downloaded and installed (on wine) GM but since it's propietary,
You'd be surprised at all the OpenSource used to make GMS 
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the complete version very expensive (Even before the compiler). I found ENIGMA and here we are.

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While I'm not that fast nor precise writing code, I think any game big/complicated enough would be more difficult to make with D&D only,
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hence my need to learn to code in EDL/C++ (which is best/easier?), and to have acces to the ENIGMA API; hopefully around christmas the game will be complete.
Quote from: edsquare on June 05, 2014, 05:39:31 PMQuote from: egofree on June 05, 2014, 07:10:26 AM
An introduction about EDL : http://enigma-dev.org/docs/Wiki/ENIGMA:Specification
Thank you so much.
And the same goes for everyone else, frem devs to user/contributors/trolls and whatnot.
I'm trying an idea about a platformer/racing/puzzle/arcade game and D&D is way to slow, I will keep doing what I can that way but will be trying to learn tho code so the progress is faster.

Quote from: edsquare on June 05, 2014, 02:10:23 AM
@ sorlok_reaves:
I wanna have your babies!

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Thank you very much!

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wild
wīld/
noun
a natural state or uncultivated or uninhabited region.
"kiwis are virtually extinct in the wild"
a remote uninhabited or sparsely inhabited area.
plural noun: wilds
"he spent a year in the wilds of Canada"


Quote from: edsquare on June 05, 2014, 02:04:27 AM
Thank you I'll be sure to let them have a piece of my mind.

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Thank you very much, the drag and drop part already saw it, but I wasn't able to find the part about programming.

Quote from: edsquare on June 04, 2014, 11:49:04 PM
Is there somewhere I should look for this?
It's not in the wiki, and I can't find it in the forum.
Quote from: egofree on June 04, 2014, 09:04:42 PMQuote from: Darkstar2 on June 04, 2014, 08:51:20 PM
Arial size 30 bold unchecked italic unchecked AA off
Ok, if you uncheck AA, sometimes you can see problems, but honestly is it a big concern to check AA ? AA can only improves the quality of rendering, and as far i can see, it will fix your bug. I can understand that you want to fully understand what's going on, but from my point of view with a fonts resource declared, fonts drawing in ENIGMA is far from being bad, and in any case it is not blocking !
Quote from: egofree on June 04, 2014, 08:26:10 PM
Could you give me an example with declared fonts with a problem ? I would like to test it also.

draw_set_color(c_white);
draw_set_font(font_0);
draw_text(10,10,"111111111111111111111111");
in draw event.
draw_set_color(c_white);
draw_set_font(font_0);
draw_text(10,10,"ABCDEFGHIJKLMNO
PQRSTUVWXYZ");

Quote from: egofree on June 04, 2014, 08:13:33 PM
I've tested the test application from Darkstar2, and i've also the bug. If i create a new project, and i use the following code in an object:Code Select
draw_set_color(c_white);
draw_text(50,50,"11111111111111111111111111");
I've the bug, BUT if i create a fonts resource, and i specify the fonts :Code Selectdraw_set_color(c_white);
draw_set_font ( myfont);
draw_text(50,50,"11111111111111111111111111");
I don't have the bug. I tried many different fonts, and i didn't have the bug. So i don't know how ENIGMA draw text if the fonts is not specified, but if you create a fonts resource, it seems you never had this bug.
