Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Darkstar2

Developing ENIGMA / Re: Font Half-pixel Alignment
« on: May 20, 2014, 01:55:17 am »
Right.....people have made complaints about font issues for years to YYG about blurry text, alignment issues, etc.

You DID know that GM's font rendering was buggy already and for a long time right ??? Why I think it is a something that can be easily forgiven is simple.....assign the bloody fonts ! :P The spacing issues is pretty tame compared to some of the more serious issues that could impact some game elements ! :D

Developing ENIGMA / Re: Font Half-pixel Alignment
« on: May 19, 2014, 10:41:48 pm »
It's been like that for previous versions too.
Tested under 1.2 same.  However, this happens with non assigned fonts.
Assigned fonts display ok.

However unassigned fonts under studio have more spacing between letters ! Do you notice also how the letters are also not properly vertically aligned.... in ENIGMA they are perfectly V aligned.  Again, these obviously visible issues are with unassigned fonts.

It's definitely not LGM, that's ENIGMA, run the latest LGM without the plugin and it won't crash, I guarantee it.

Even if the crash sometimes happen before I even hit the play button ???, I'm quite sure I once did something within the IDE itself that caused it to crash, it was random and I don't remember how.

Try tweaking settings.ini
idecommand="java -jar -Xms256m -Xmx1000m"

256m is reserved on startup for LGM, and the max it can go is 1000m. I really don't see how you could have exceeded that.

lol - no way I came even close!

Here is the project it crashed on

1 sprite, 32x32 white square
1 object
few lines of code to bind x,y to mouse coordinates and play with image alpha
Must be something not clearing RAM or memory leak somewhere I don't know,
but it happens especially when running project from within LGM frequently.

it is already set at xms 256 xmx 1000,
so I set xms 1000.  :D will try.

Issues Help Desk / ENIGMA & LGM stability issues
« on: May 19, 2014, 09:40:07 pm »
This has been happening since latest update to LGM.  Working itself with LGM is not so bad, but as you frequently run/test your project, modify things, run, etc. it crashes.


java.lang.OutOfMemoryError: unable to create new native thread
   at java.lang.Thread.start0(Native Method)
   at java.lang.Thread.start(Unknown Source)
   at javax.swing.plaf.basic.BasicDirectoryModel.validateFileCache(Unknown Source)
   at javax.swing.plaf.basic.BasicDirectoryModel.propertyChange(Unknown Source)
   at Source)
   at java.beans.PropertyChangeSupport.firePropertyChange(Unknown Source)
   at java.beans.PropertyChangeSupport.firePropertyChange(Unknown Source)
   at java.awt.Component.firePropertyChange(Unknown Source)
   at javax.swing.JFileChooser.setFileFilter(Unknown Source)
   at javax.swing.JFileChooser.resetChoosableFileFilters(Unknown Source)
   at org.lateralgm.components.CustomFileChooser.setFilterSet(
   at org.lateralgm.main.FileChooser.saveNewFile(
   at org.lateralgm.main.Listener.actionPerformed(
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$ Source)
   at java.awt.EventQueue$ Source)
   at Method)
   at$1.doIntersectionPrivilege(Unknown Source)
   at$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$ Source)
   at java.awt.EventQueue$ Source)
   at Method)
   at$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at Source)

Out of memory I mean come on, this is with a simple white square sprite and 1 object
+ 3 lines of codes.

Developing ENIGMA / Re: Font Half-pixel Alignment
« on: May 19, 2014, 07:41:25 pm »
Ok, interesting.  default text rendering in GMS is a complete pile of dung...blurry as fuck, too much spacing between letters, and wrong v positioning !  When setting fonts things are correctly displayed, I could not reproduce the anomaly I saw in ENIGMA with the | after the T as explained above.

Anyhow so far it seems OGL rendering of fonts produces best results.  Ran with your code above using different fonts and it looks great, it's all a matter of tweaking size and aliasing and it's perfect.  Spacing differences to me is a minor issue in a game, we are talking about 1 pixel offsets, probably most people won't even notice lol!

Developing ENIGMA / Re: Font Half-pixel Alignment
« on: May 19, 2014, 07:25:32 pm »
hmm looks minor to me, still way better than it was before.  When using fonts and tweaking size/bold/aliasing, it can be compensated and rendered nicely.  I experimented with it and worked fine.

Still noticed some issues in DX9 when using arial, size 20 bold aliasing off, there is a vertical line between the T and y, when using aliasing 1, it is gone.

I'm off to try this in YoYoLand. :D

Issues Help Desk / Re: Networking, Stability and Learning path
« on: May 18, 2014, 10:22:08 pm »
Oh, that's good to hear =)

Of course, keep closing and opening, and saving the thing all the time, is not that comfortable. But it's something everyone can deal and get used to. No problems on that =)

Luckily the program is small and it does not bloat, so it loads quickly.  There are also lots of ways to reproduce and cause a crash in LGM.  That might be a negative attribute that might discourage newcomers to ENIGMA and send them away (those who use LGM).

I think that with limited skill, experience and resources will be hard to call attention developing for a so competitive platform (Windows).

You just defined a large member base of a certain game making software I have in mind :P did not stop people from releasing their ...... alleged mediocrity.  Some people go for that and the proof's in the pudding.

GM also looks expensive, so I will probably have to move to something else, or getting into other people projects (what is hard, since I got nothing to show =/)

There is a free limited version, then move up to standard/pro, they often have specials, that's how I got upgraded many times.  GMS Master is expensive yes, but it targets a specific market, obviously people who publish and earn money.  GMS studio pro, again you have specials at times, right now 50% off, so it's a bargain.    Perhaps for someone who is starting and is intimidated by complicated interfaces and code would be better off with a program like GM.  Probably the easiest to learn compared to others who have a steep learning curve.  But there is a tradeoff for ease of use, and I won't go over that again :D

Mind you I have no regrets for buying GM, but there are certain things they have done to GM and directions they have taken it which I did not like and where their product no longer fits my requirements, although my software is paid for, so I would not have a problem going back to using GMS for a specific project that gives me trouble in ENIGMA or that cannot be done.  :P

Issues Help Desk / Re: Networking, Stability and Learning path
« on: May 18, 2014, 07:32:51 pm »

Yeah, I thing you got that when I read your first message. And I understood that is also a difficult to forecast which problems I may face, specially because I haven't defined what I have to create, and how.

But don't let that discourage you.  Odds are great you will run into some issues, sometimes it has to do with your code or sometimes it has to do with finding a workaround by doing it another way.  In the end you are not in a coding competition so nobody is going to look at the code and judge you.  Some people would be surprised of the crazy methods i use sometimes to work around things, I would not win any competition lol, but now I am far more skilled than I used to be, in using more compact code.  Also I fully encourage people to do everything in code.   I use to be a fan of D&D and intimidated by GML, but now I can't even stand D&D anymore. :D

The good thing, as I can work around many of these problems with code and some effort, what is ok. =) It can make me improve.

Well you are on the right track :D  Programming, logic, coding is a passion, I like spending time figuring out problems and building / experimenting...only obstacle for me is time :P

Well, when you mentioned the problems in the LateralGM, I already saw struggling with it crashing and not responding how it is supposed to.  :-\

In all fairness, I've had issues with the GMS IDE as well, but it has gotten more stable now.  As far as LGM normally it is stable, but where I noticed things get bad is when you repeatedly run your project, after a while of run cycles the IDE becomes unstable and spits out JAVA.memory / violation type access errors lol.  Perhaps Robert or somebody can shed some light on this ?

I also imagined me pressing ctrl+s all the time, but I was not really that it is problematic to the point that I have to save it in different versions, in case I need to revert something.

That's optional :)  The multi version is for your own benefit if you screw up and wish to back track.  That has nothing to do with LGM stability though.  The save project often is.  I have had LGM suddenly close, without warning or errors :D  Imagine you are hours in to your project and that happens !  But stable or not, it is always good practice to save save save save..... If you don't follow those golden rules one day you will find out the hard way why it is important to save :D

Reading your 2 posts, and considering the few I know about Enigma and programming in general, Enigma a lot like where I want to end, but not very much where I planed to start.

I guess each person has their own goals, expectations, requirements, that's why I strongly recommend people experiment on their own, read ,get familiar, etc.  Before coming here I was using GM.  I know about GameMaker since version 5, did not give much thought to it.  Purchased 6, 7, 8.1 then I took advantage of a special and upgraded to GMS Pro + HTML5. Then I found out about ENIGMA, guess ENIGMA is how I might "end" I started with GM.  Without GM I would not have found out about ENIGMA.

As far as the bad aspect for you, I guess what you are seeking is multi platform development.  In such a case, ENIGMA might not be the right product for now.  However, remember that multi platform is not FREE, you need GMS Pro as a base, then purchase the export modules separately.  The Android export module costs normally $199, there is a 50% off special ($99) - that was a week special it is still in effect for a few days.  The YYC is separate also, $299 gets you the Windows YYC, Android YYC and IOS YYC (providing of course you have already purchased the Android, etc... modules).

The ability to compile in C++, plus all the focus and features it has for Windows, makes me see Enigma as something ideal to make "real games" run the best where the "real games" are. You got the performance and the functions to create a game to a platform used for real gamers. And that's my aim in the future.

Personally my aim is windows development.
As far as speed, I guess GMS is not all that has gotten faster since the days of GM7/8 and probably for most people it will be fast enough.  If you want to raise the bar and make complex games with lots of instances, AI, requiring CPU power, this is where ENIGMA will shine, or using the YYC, though ENIGMA's executable is better optimized, faster and smaller.

Bottom line: I will try to make my mind if this is the right time to focus on Enigma or not. You gave me really precious information, I'm just not sure if Enigma is where I should go no, since I don't have any good ideas for a unique game for Windows, that I could start working right now =/ No team, no resources, no experience, just a noob programmer trying to create something. At this point, my end product would probably be ignored in front of so much amazing options that we have for Windows :(

lol !  Don't be so sure.  You would be surprised at some of the stuff that can go viral and be a hit.  Sometimes all it takes is a unique idea that people get hooked on, you should see some of the absolute crap that gets famous :P    Don't assume your stuff won't be looked at.  There is a market for everything ...... ranging from retro style blocky sprites to weird eccentric games, to plain trash :D   Go look at some of the stuff in the app stores that have the highest popularity - not all of it is exactly top notch quality, and not all deserve it to be honest.
YET there are great indie developers who struggle - they have amazing stuff but it just doesn't "sell"..... It's weird how human nature works !  If I were to make a platform game based entirely on ASCII extended characters, I'd probably be rich next to the person making a really nice platform game with good graphics.....  :P  If you have a good STORY, good gameplay and anything that keeps people coming for more, you are a winner.

BTW how are your skills with art ? (sprites, drawing scenes, etc.) I would like to eventually make certain things with ENIGMA like :
* MYST type game
* Point and click adventure game
etc. and would be willing to team up with people providing art and me working on code and getting all that together.  When it comes to drawing people, character, sprites, I lack there.  I do have the ideas, but my skills might not be up to par to making certain things, although like I said, given the shit I've seen around, I might be that bad ! lol.

And again, thank you VERY much for the reply and clarification! Enigma really got my attention again! I just wonder if a Windows Game is something I should work on at this point.

Well mate, that's up to you !  I guess with GMS the whole idea is that you work on one project that can be exported to multiple platforms and that is the direction YoYoGames is taking GM from now on.... More focus on exports/console ports, this is why I don't think GM is suited for advanced windows games developers.  I guess to each their own.  Mobile exports is an expensive option in the end and it has to be worthwhile, meaning you intend to sell your products to recover the cost, or for some it is a hobby and money is no object :D

Issues Help Desk / Re: Full Screen bug? and help
« on: May 18, 2014, 12:24:09 pm »
Regarding complex 3D games maybe neither one program is suited for that.  Though I've seen some rather amazing things done with GM 3D, they probably are a pain to get done
and it's not going to beat a dedicated 3D engine for sure. :P

Issues Help Desk / Re: game end event does not work !
« on: May 18, 2014, 12:21:39 pm »
So a temporary fix for people would be to just emulate a game_end event, instead of using game_end in a game, you call a script, for example EndGame(), do whatever shit you want in that script, then call game_end() within it.  OR use a controller object :D

Issues Help Desk / Re: Networking, Stability and Learning path
« on: May 18, 2014, 03:48:58 am »
BTW, the problems are not limited only to porting.  As I mentioned, you may run into some bugs/issues even if you build from scratch, depending on what you are working on.  Once you do you can report the problems in the issues section or post them in tracker for one of the developers to look at.

One thing I strongly recommend, when working inside LateralGM make sure you often save your project, and save in different version numberings, this way you can go back if something goes wrong, but do save regularly.  LGM tends to sometimes decide to quit without warning or crash :D

as far as bugs/issues
I've reported many of them so far, many of which got fixed.  The major stuff might take more time pending devs time.

I think the project is very promising and love it, unfortunately don't have the skills required to contribute in its development and due to some circumstances won't be possible for me to do so.

As far as android, and other platforms, that would require more work,and currently there is no GLES support that is required for this export.  I think ENIGMA has potential where GMS lacks for windows development.  Many fanboys will disagree with me on this, but probably they have no problem being ripped off $300. :D

Anyhow.  I'm not at an expert GML level yet but getting there and learning as I go.  I went from D&D to using strictly GML now, and this started mostly when I started with ENIGMA. :D Same for the C++.

Off-Topic / Re: Seeya in a few months!
« on: May 17, 2014, 11:51:17 pm »
A space trip to the sun, so I'll burn to a crisp. But seriously, I just want to get my mind off ENIGMA for a while it's so buggy right now it's depressing and the hope is when I come back I'll have something stable to do Linux ports with. Which may or may not happen.

Slightly O/T;
Something that might be of interest:

For one week only, YoYo Games is offering 50% off all upgrades to GameMaker: Studio Professional and selected export modules.

    Upgrade from GameMaker: Studio Standard to GameMaker: Studio Professional for only $25.
    Upgrade from GameMaker 8.1 to GameMaker: Studio Professional for only $37.50.
    Get 50% off when you purchase any or all of the export modules (HTML5, iOS, Android, Windows Phone 8 and Ubunt

That's initially how I went from 8.1 to GMS Pro + HTML5 through 50% discounts back then.

Issues Help Desk / Re: Networking, Stability and Learning path
« on: May 17, 2014, 11:45:50 pm »
Thank you very much for the reply =)

There's just one question there's still not totally clear to me tough.

Topics like that make me wonder how stable is the Enigma Engine right now.

I'm new, and topics like that confuses me. I don't know any Game Maker version.

Don't worry, we've all been there and wondered too.  I recall when joining reading similar ongoing conversations and the devs mentioning that enigma is not meant to compete with a finished software.  The thing is, ENIGMA starts many years ago and if you look at now in 2014 compared to years ago you can do lots more and run lots more.  However, ENIGMA was not created initially with GM Studio in mind and was never initially meant to be 100% studio compatible, at least that's from what I recall was said.

It's an open source, contributor driven project so it's always a work in progress, there are issues, bugs, etc, but many get fixed ....Is ENIGMA meant to replace GMS ?  In my opinion no, at least not yet, and I don't think the devs intend for it that way.  If you are satisfied with the GM version you are using and have all the features you need, your game is performing to your liking, performance wise, size wise, etc, then there is no reason to stop using GM.

If your game is CPU intensive and you do not own the GMS Master Collection and don't want to pay $299 for the YYC Compiler addon to GMS Pro, then ENIGMA is a great FREE alternative and you will see a big difference in performance depending of course on how complex is your game, CPU wise.   Based on some of my own tests with someone's YYC compiled game and source, I observed that ENIGMA compiles smaller files (better optimized since you can manually remove unused extensions / components), so file sizes can be significantly smaller in some cases, and performance faster in some cases too.  Certain bugs and issues can be worked around, otherwise you can report them here and the devs will fix them on their own free time.

Otherwise, if you have GameMaker Studio, no YYC, and your game runs fast enough to your needs / requirements, then again, no reason to stop using GMS.

For windows devs, there are some advantages to ENIGMA for particular projects requiring deprecated functions in GMS, such as if you are making games that use them including but not limited to video playback functions, external file access, registry, load/saving outside sandbox'ed game area, etc.  So this would allow for some more complex apps creation.  Some of these functions were removed by YYG due to them wanting to keep cross platform compatibility and did not see the need to adapt these features, and others for app store compliance.

There are pros and cons to both....... both complement each other well.  I guess it's up to you to experiment.

Here is why I personally use ENIGMA despite certain issues it may have.  Just because it has issues/bugs does not mean your specific project won't work.  It all depends.  You CAN make full games in ENIGMA, no doubt.  If you are looking for 100% core and IDE compatibility, then this is not the product.

Here are my main reasons for using ENIGMA:

* An ENGINE entirely based on C++ (ENIGMA)
(LateralGM (is a java app) which is the IDE, included in ENIGMA,
which also has the enigma plugin) is not 100% compatible with GMS, and I've noticed it is quite unstable particularly when working for a while on a project and frequently running / testing. 
* Ability to incorporate C++ in your projects
* A great way to start learning C++
* No runners !  Games are compiled. Smaller file sizes and faster games!
* Devs that listen and respect others even when facing harsh criticism.
* Functions unique to ENIGMA (EDL)
* Functions not present in GM (Deprecated)

is that Enigma in an alpha version, in a way that makes difficult to create a game? Or it is just lack some functions present in Game Maker?

It has most of the functions of GM and many more too, including those obsoleted ones in GMS. Most functions to make games are there, however, there have been fixes/changes over a period of time that might have broken some features, or some pending issues.  You will probably experience those more if you port your games.  My main use of ENIGMA is building from scratch and working around issues myself.  Many things that did not work were fixed since I joined here (lights, particles, physics, etc.etc.etc.)  I would not go as far as saying it's alpha......perhaps not even a beta...... Remember that GameMaker has always been work in progress and ridden in bugs and issues that kept piling up over the years, till this day even with Studio.  They really gotta fix their IDE.

In short, supposing that I would be creating a game for Windows, with no network, right now, would I be able to create a game without a problem? Or there are still bugs that prevent regular developers (a.k.a. someone who could learn and create games in Game Studio) to create games?

I have lots of plans with ENIGMA and for the past weeks been experimenting heavily with ENIGMA, and so far I am quite happy.  I have reported many bugs / issues, most of which have gotten fixed.  Some of the more complex ones require more time and the devs are currently lacking time, but they are always willing to improve this, and work on it when they get a chance.    You can only know if you experiment.  Perhaps you won't run into any problems, perhaps you will run into many, it depends what you want to do.  Most of the issues I encounter is with LGM's stability, certain functions not working, bugs, etc.
There are certain things diffrent.  in most cases there are workarounds.  Again, to me 100% GMS compatibility is not important.  If I were to run some of my latest experiments from ENIGMA to GMS they would not work at all.   When porting from a GMS project to ENIGMA in some cases you might have to manually tweak some stuff to get it to work, most of the time that is all needed, and you have a forum to ask if you need help.

I'm just starting with C++, and I have never used JAVA.

If at this point, Enigma is ready just for people who could improve the plataform while they develop their games, I'm really not ready to go for it. This can't be a first step.

Same here. 


The problems are for porting games or for creating games?

Both.  In some cases, some changes need to be made in order to have the game working.  Some games require no modification and will work out of the box.
It's hard to enumerate all the possibilities, but here are some examples:

* If you have used GMS' rotation and scaling feature in room editor. This feature is not implemented yet in LGM (IDE).
* If your GMS project uses physics (GMS' IDE allows WYSIWYG style collision shape editor and physics settings) - when porting you will see those settings in LGM IDE however they are not implemented yet and will have no effect in your ported game.  However ENIGMA does support B2D physics and so you will have to write your own code (not too hard if you read the docs and get familiar with it, practice makes perfect).
* If your GMS project uses motion path avoiding object functions D&D.  Those are not correctly implemented in ENIGMA.  The workaround is to use code.
* Some issues with views, if your monitor resolution is smaller than the view area of your game, you will notice things are not displayed/scaled right.  Again, this can be worked around with code and the use of display set size.

There are probably some others I did not list that I am not aware of, but so far in all cases there are workarounds, some might require coding knowledge (C++, GML, etc.).

Best thing to do is experiment. Trial / error.  That's what I've been doing with ENIGMA/LGM from day 1.

Issues Help Desk / Re: game end event does not work !
« on: May 17, 2014, 12:44:29 pm »
lol ! I would just like to make it clear  I was referring to game end *EVENT*, not game_end().

game_end() function works !

It is the event that does not work.

Example, if a user ends the game, normally code in end game event should be executed before the application exits, it does not.

So once more,
game_end() works !

game_end event does not.