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Messages - Darkstar2

766
0.325/0.175 and 0.3125/0.175 are a no go for me, I see gaps in fullscreen on repeating scrolling background. Will try the other ranges tomorrow.

Here are the other ones that didn't work:
0.1875 and 0.4
0.3125 and 0.175
0.3125 and 0.275

Are you testing only at your monitor's native resolution ?  What resolution are you using for the test ?
Ok let me know which ranges work for you from the green ones I updated.
Meanwhile I have another idea to help automate and make things easier, working on it (will save lot of time)...
Meanwhile I was getting different results with different NVIDIA driver revisions, very odd.  I wonder if it would be the same with AMD drivers.  If you were to clean uninstall and re-install your AMD drivers, would you get the same results?  If you were to install other drivers (older ones) would you also get same results?

BTW are you using the test file I attached in my post....NOT the original chaos game ?
Please use the file I modified.  I included text in it to test that at the same time.
Also I changed coding.  Whoever made the game used an odd way of scrolling the background, there was a much simpler and faster way of doing it without all the code they used.



767
General ENIGMA / Re: New Beginnings
« on: June 01, 2014, 12:57:43 am »
Yes, I've decided I am going to make this an engine for advanced users.

No drag and drop, strict C++, and an entity-component system.

I'll be glad to try it out when it's done.  Since I already am very comfortable using ENIGMA and do strictly code, no D&D, will learn it in no time.

One thing that was asked before, you mentioned many times you had no more time to devote to ENIGMA other than stability and minor fixes.  So now you are talking about a complete rewrite, that will require massive time.  Unless you already secretly was working on an engine :D  Otherwise I think it would be realistic that such a project would materialise in 2+ years MINIMUM.

Whatever it is, best of luck and appreciate many of the things done with ENIGMA and the recent fixes and all the help.




768
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 11:15:55 pm »
Yeah it's funny because I had initially also thought about the dropping D&D, but that all depends what he wants to target, only advanced or beginner and advanced.  Personally, I don't use any single D&D element in any of my projects, and if it were up to me I would fully encourage people to learn to build from code and I would make the transition easy and well documented.  I used D&D only for a short while and found out what a mess it  could be with bigger games, and was surprised to find out how much faster and easier it was to work in pure GML all the way than D&D, so I stopped using D&D and would never go back.
Also you are not asking your users to learn C++ but the functions you have set in your engine which are of course tied to your C++ engine libraries. 
Leaving D&D in would be better as it would pull more people in, having it optional and ability to disable from view would be great.
Instead it would be replaced by an interactive code assistant.

769
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 10:13:39 pm »
Depends on how Rob want's to approach this. But if if were upto me it wouldn't be parsed at all.

I believe that is what he wants.

BTW, Robert since you asked for suggestions here is a list of things I would change about GM and some even about ENIGMA and would use in a new engine:

* Improved IDE, and dynamic resource handling.   Not have the entire resource trees loaded in memory upon opening a project, but having this optional, either preload all resources or dynamic, load as needed.

* Bult in documentation listing all possible functions, auto complete (optional turned on or off) (in GMS it is always on).

* Built in project analyser that goes through your project making recommendations on how to shorten code, optimise it, etc.  If it finds any error, highlighting the exact spot and offering suggestions to fix.

* Ability to disable D&D from IDE for those who want to do their entire project by code.  I personally do my entire project on code, not a single D&D.  I mention optional for the ability to enable/disable it depending on the need of whoever is using it.

* Setting automatic saving time, incremental saving, backup, etc.  as optional.  If the IDE crashed, upon restarting it would automatically load the recently saved point.

* A much improved room editor, more interactive and more control over room creation.  Ability to scale, rotate individual objects, backgrounds, tiles, etc.  Set view areas and ports numerically or visually, by adjusting and scaling an outline inside the room, on the part you want to be visible (view) and translate that to the number values needed.

* Advanced video rendering.  Rendering of video full screen, window, region, inside 2D/3D surfaces, independent of game, allowing to make interactive gaming experiences using video (MYST style games, allowing live people shot against a chromakey to be overlaid on top of your actual game graphics, etc.).

* Advanced 3D game creation, along with an interactive, 3D room editor.  Having your new engine a 2D and 3D would be a great thing, and a 3D room editor maybe like FPS Reloaded has and even better of course.

* Built-in shaders templates.  Much like particles have pre-made stuff (snow, rain, etc.)  why not have some pre-made shaders, for those who are not familiar with SL. and it would be used like the functions dealing with rain, snow, etc.  Example shader_type(water,....followed by the params)

* Bulk loading assets as separate entries.
Currently, you have to load every single bloody sprite yourself. That's fine if you have few of them.  But for huge games where you have loads of them, it would be nice to being able to bulk load them.  Currently if you do this, they will load as ONE sprite with several sub images.  With what I am suggesting, they could each be loaded as separate sprite indexes in your tree.  Of course once you select more than 1 sprite, it would ask you if you want 1 sprite with multi subimages or separate sprite indexes.  Same concept for sound, backgrounds, etc.

Followed by the option of allowing bulk object creation, instead of individually creating new objects in a tree.  For example if I highlight and select 4 sprites from the sprite tree, I would hit a key and it would automatically create 4 objects assigned to their respect sprite index.  (This falls under changes in the IDE).  As with the current IDEs it can be a pain in the arse to work with big projects.

* Allow loading external resources from raw data.  This was discussed in another topic and Harri agreed with the concept.

So instead of having sprite_add loading from disk, there could be sprite_add_from_raw or data, adding a sprite/sound/background, etc from data !

Example, if I use a single resource file and use file read commands to binary extract data from position x to position y and store it in data.  I would then use sprite_add_from_raw(data, spr_index, etc.) instead of a filename.  This would allow for amazing possibilities and avoid 1 write and 1 re-read cycle.

* interactive code ... A good way to get people to code and learn your product is provide interactive help.
Let's say I want to do something, play a sound, I would like on an option and get a menu (sound, graphics, drawing, physics, etc.....) click on the category and a tree opens, selecting what I need to do and seeing the code appear.  Much the same way you read a manual and learn, but only it is included as an interactive element.

There are probably many more ideas I have.  but will leave it at that for now.


770
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 09:40:28 pm »
The entire GML library can be implemented 1:1 as a C++ library. Even things that specify object names can just use macros or, if you're willing to move around some arguments, templates.

The hard part is with(), the more lenient syntax, specifying objects (which could be done in an IDE with a code generator rather than a parser), etc.

The reason you think C++ takes a lot of code to do simple things is that it doesn't provide those things by default. If you put them in a library, which is most of what ENIGMA does, it's pretty much the same as GML.

Yes sorry about the confusion indeed, you would not need to know C++ from the grounds up as all the difficult task is handled by the engine / libraries, you are simply passing along info to C++ libraries.  So yes technically you could have the same GML functions or equivalents, but still requiring the same number of lines or less.   So basically his new engine would not need to parse and convert / generate C++ code, right ?

771
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 09:31:15 pm »
know that you could explain to users that the only difference between GML and C++ is only the semi-colon at the end, but i doubt they would listen to you !  ;)


Unless perhaps he means things would not change for most people, there would be 1 line functions still and they would already be defined by the C++ engine, such as this
1 line function
d3d_set_projection_ortho(...)

refers to whatever code is within

void d3d_set_projection(gs_scalar xfrom, gs_scalar yfrom, gs_scalar zfrom, gs_scalar xto, gs_scalar yto, gs_scalar zto, gs_scalar xup, gs_scalar yup, gs_scalar zup)

So basically all the hard work is already done for you by the C++ engine, you are just passing values back to it using C++ but without realising you are......

Right ? Wrong ?  Then I guess for people already using ENIGMA might not feel a difference, but people completely new to coding might thing they would have to actually code the entire process in C++ to do for example drawing of text when only 1 line of code would be needed.  Sorry about the confusion, I kinda see what Robert means, at least I hope so and all for it, so long as the process of creating a game is not complicated and requiring more time.  If it only means a structure change that's another story, it's all a matter of learning new keywords to do the same thing you did with a GML exclusive function.




772
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 09:18:31 pm »
Ah, yah no, in fact, my engine would probably handle that in one line.

gui_create_label((room_height/2),(room_width/2),"Hello World");

Actually there would have to be 2 lines.  Remember this would be centered providing the x/y alignments are ALIGNED.
Example,
if in ENIGMA you do alone:
draw_text((room_height/2),(room_width/2),"Hello World");
Text would not be quite centered, you'd have to compensate by using string height/width, whereas if you use draw_set_halign(fa_center) and draw_set_valign(fa_center) the X/Y origin becomes center of the text instead of 0,0, so you can use the room_height/width /2 and nothing more and it will be centered.  Don't forget that some people might want to use left or right text alignment (fa_right, fa_left).  Your 1 line example would work providing the default X/Y alignment is center.

Quote
Since, of course, I am not an asshat like Dailly

:D

Quote
That said if you can't recognize this, and you don't like C++, then my engine is not for you, stick with ENIGMA/GM or w/e you're comfortable with.

Could you give more examples of how you would replace the GML functions ?

Collision, movement, etc.

Certain things would be unchanged I guess such as an object's X/Y position (x=whatever y=whatever), the if/for/while/with, etc. 
What about sprite_add, sound_add, background_add, place_free, place_meeting, and the rest of the GML functions ? give some examples.  If it means the same one line functions, I'm all for it, but if it means that we are required to do many C++ lines to do what could be done with 1 GML line, then it is ridiculous, and yes  I will stick to GM, and many people will feel that way except advanced C++ users.
I am not talking in terms of structure etc, I am already familiar with it, but what scares most people including me is going from few lines of code to hundreds, as you referred to strict C++.  Also would steer clear and not use anything around the .NET framework or requiring a dependency on a person running my game.  :P  That was the whole idea behind GM to begin with, D&D for people who don't want to code and GML, an easy scripting for people who want to do more advanced stuff without having to write millions lines of code or learning C++, etc.
Basically taking this all away and telling people, if you are not an advanced C++ user, you can't use our application.


773
Robert, just curious, out of all the ranges in green I posted, is this the only set that worked for you ? or are there others ? The ranges in green I tested cover a wide range.

fact remains we are only shifting the problem, and I still think there is more to this glitch.

BTW cancel the pull request........ There is something I need to resolve.

//update: Somehow there was a small mistake when I updated my ranges at the last minute forgot to edit the forum post.
Please refer again to the ranges in green I tested, I have updated them.  Unfortunately, 0.375 / 0.375  + 0.175, 0.175 GLVIEW does not work for me on lower screen res.  At 1920x1080 it did.  but not lower.  So for that range 0.3125, 0.3125 + GL VIEW 0.175 work on all screen res, I also updated the rest of the ranges.
This shit can become tricky, might work on several screen res but not others.  It can be tedious to test each resolution for each offset.

774
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 02:29:05 pm »
not even close. The only real difference you would immediately notice is having to ';' at the end of each line.

That's what I've always been doing anyway, the end line ;.

What I am referring to is with GML or whatever name given, you can do things with fewer lines of code.  If I wanted to draw text centered vertically and horizontally on screen, it's easy:

draw_set_valign(fa_center);
draw_set_halign(fa_center);
draw_text((room_height/2),(room_width/2),"Hello World");

Result: Hello world centered on screen.

That's 3 lines of code.

So now you are telling people to fuck off and go learn C++ and do the same task in multiples of lines of code and in C++.

Now this is a simple example.  Now imagine more complex shit that has dozens or more lines of GML code, file reading, processing etc, so asking your users to use C++ !

Quote
GML is practically C anyway, there's not much structure to it.

I am not talking in terms of structure but code. 

Quote
C++ coders you speak of are also probably bitching like crazy over the fucked up syntax, lack of ISO, and restricted functionality. The very act of featuring C++ would actually make them much more inclined to use such software, since they are by definition, C++ coders, not GML coders, which is what you referred to them as.

So basically this caters to advanced developers and pushes away any beginners or people looking for creation speed and ease of use.  Counter intuitive.  This is like YYG all of a sudden saying they would drop GML functions and require all their users to use C++ in their projects, no more GML, if you want to draw a circle, draw text, move sprites, you have to do it through C++.

Quote
And also no, this would further cut down on the amount of coding you would have to do, it would also eliminate the need for extensions, since you could directly access resource structures for instance.

and exponentially increasing the amount of time required to a finished product, no ?

775
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 01:53:45 pm »
LOL.

I wouldn't notice the difference are you joking ?

You said you would restrict to C++ only, no GML, EDL etc...... Again defeating the whole purpose.  How wouldn't we notice the difference ?  I sure know the difference between coding in pure C++ and pure GML. !
and I'd notice the difference even drunk !

Yeah you mention unity and others, those have a steep learning curve and cater a more advanced market.  Some people may have creativity and tools but lack coding skills, this is what GayMakerStudio targets, poorly, yes, but it's easy to use and also offers more advanced functionality to those who want to use it (GML, Shaders, etc.)

More so, there are many C++ / skilled coders who also would use GM and such, as sometimes coding is not the only limiting factor, but time is........ Not everyone has months/years time to write billion lines of code for a simple game.  One of the selling points aside from ease of use is speed.
Some people are hobbyists and don't necessary want to make games for commercial release and spend 2 bloody years working on their games like most commercial games with an entire dev team!

So by your strict C++, this means that what I could do with 1 or 3 line of GML, I'd have to do in 20 lines of C++ code ! Nice.

 

776
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 12:48:47 pm »
ase, why bother about C++ ? Let's code everything in assembly, as you don't even need to compile the code !  ;)

LOL ! Good idea mate, I say we do direct binary whilst we're at it ! :P :D

777
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 12:46:28 pm »
For me, one of the most important aspect of GML and ENIGMA is the ease of use. If you impose C++, you will repel a lot of people, including myself. In this case, why bother ?

He just put the final nail in ENIGMA's coffin.  :D  Looks like we're all headed back to our roots very soon :D :D

The first person who makes an extension in GMS to bring back some deprecated windows functions back, including video, improving on existing functionality, or anything worthwhile, including bringing back external resource access _add functions, I'll be their first customer when they release it in the new extension store.

Talk about  drastic actions ! lol.  Not everyone has the time or could be bothered to code their game in pure C++ ! I guess that defeats the entire purpose and would not attract any people that's for sure and would probably push existing users away.
Ease of use and speed. 

Quote
Let's code everything with C++ and OpenGL. No need of GM or ENIGMA  ;)

Exactly, if imposing strict C++ then might as well use that.  The product would target only one market......Advanced C++ coders.

Quote
But who will do this project ? You said you don't have much free time anymore  :D

Our existence is infinitely multiplied across a span of parallel universes.  He may be working already on this in another dimension. :P

Nothing prevents being a unique product and not compatible to GM but for the sake of ease of use adopting some GML/EDL functionality.  Making a strict C++ scripting that has to be one of the worst ideas !  Not every developer has years time and intentions of writing millions lines of code to do their games.   :D

778
Announcements / Re: Licensing, the ultimatum
« on: May 31, 2014, 12:06:34 pm »
Nice read, btw it's contributors binding not "biding".

Also mind you, all those years if people were really interested they could have done what they want, people in general tend to do that license or not. 

Personally I see where the developer team comes from, mind you most responsible for the project have quit and probably could care less, and only few, 1 or 2 active left.  Nobody wants to see someone use their hard work (meaning ENIGMA) and profit from something released close sourced.  But at the same time people developing games using ENIGMA who sweat their b***** off don't want to see others steal the source and close source / sell the game.   So allowing ENIGMA to be used to make closed sourced games that could be sold, without having to provide all the source code and assets along with your game is also important. 

Where does this leave people using ENIGMA to build non game apps, room/level editors, DLCs, mods, would there be exceptional provisions to that ? or would this alternative license only label ENIGMA as limited use and restrict what you can do with it ?  Because that alternative would not be too popular as well.

BTW, regardless of license to be used, a game developer would require to mention ENIGMA in their game user license as the IP holder.  Personally I have no problem doing so whatsoever.  Every commercial game out there mentions any 3rd party engines used in their games.  No problem giving credit even when it is not required.  This is also a requirement with GMS, but it looks nicer saying that your game is powered by the ENIGMA engine than saying that your game is powered by the YoYo Runner LOL!

@Robert: What about the YYG license ? They don't require you include your source code and all game resources, do they ? They require that you project their IP by mentioning the posh YOYO RUNNER and all the other 3rd parties mess they use alongside it.    Have you heard of YYG taking legal action against any developer since the Godforsaken day they acquired GM ??? 

779
First I am uploading an EGM, this is the projectchaos game I stripped down, removed sound, logo and kept scrolling and the black background that fades in.
I added a text display on top.  This is what I am using to test.

I have a second project I modified to allow me to dynamically sweep ranges for the ortho offsets without having to go in the CPP and recompile each time.  Of course just to recap GLScreen.cpp is untouched now, GLMatrix, d3d set projection ortho offsets are set to 0, and controlling them from the project. Only the GL MODEL VIEW offsets I change in the source after I do each range sweep. This allows me quicker testing of ranges.  I input all the GL MODEL VIEW ranges you gave me that you said worked, but I tested different ranges for the ortho.

Here are results, I won't go into details on each, to me a test that is PASS means no text glitch in window and full screen, no border, no scrolling glitch, and tested on all range of screen resolution up to native.


d3d set projcection ortho offset values
All these are X/Y offsets. These were tested with latest NVIDIA 337.88 WHQL, and all pass window and full screen.

0.00 ~ 0.375  (increments of 0.0625) -- Excluding 0.1875
with GL MODEL VIEW
0.1875

basically in all tests when the ortho is 1:1 with the model view there is text glitching.  AGAIN I stress I am talking about the weird lines next to letters and numbers, not blurriness nor am I referring to some letters appearing fatter than others, that's the result of monitor upscaling / game scaling and is NOT a problem. 

======================
d3d ortho
0.0625 ~ 0.1875  (increments of 0.0625)

with GL MODEL VIEW
0.00

======================
d3d ortho
0.00 ~ 0.3125  (increments of 0.0625) (0.375 did not fully work with lower screen res) so exclude this number in this range.

with GL MODEL VIEW
0.175

======================
d3d ortho
0.1875 ~ 0.3125  (increments of 0.0625)

with GL MODEL VIEW
0.375

======================
d3d ortho
0.0625 ~ 0.3125  (increments of 0.0625)

with GL MODEL VIEW
0.275

======================
d3d ortho
0.1875 ~ 0.375  (increments of 0.0625)

with GL MODEL VIEW
0.4

======================
GL MODEL VIEW
0.6 no go, bad range for me to test

----------------------------------------------
So surely there is something in there that works for you, I don't know what more I can do to contribute in this, I feel have provided more than enough information.

If you still have issues, I will send you a dynamic adjustment project for you to use so you can find more working ranges.

Right now I am attaching the stripped down projectchaos that I use for testing.

/side note:

I have finished testing all possible settings combinations in NVIDIA panel, none have affected outcome.  So honestly cannot explain why I saw vertical lines on scrolling backgrounds with a previous driver (335 March WHQL).

780
Issues Help Desk / Re: Problems compiling game
« on: May 28, 2014, 06:30:59 pm »
Here is an attached copy of a version that can compile and run, game is still not in a playable state. The way I got it to compile and run is explained above, adding ; in the right places, one (...) and commenting out var i in script sprite make.

https://www.dropbox.com/s/8whvbk294mqh9kw/Port-HME.egm

The state is still unplayable.