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886
Off-Topic / Re: Seeya in a few months!
« on: May 16, 2014, 06:33:59 pm »
I too have time issues might not be up to part to contributing much in terms of major new features, but we'll see.
I'm thankful ENIGMA is functional enough to do many things with, even with the bugs and missing stuff, to be honest when I first learned about this project I thought it was yet another wannabe GM clone lame attempt, having been there before, but really impressed and I am thankful to the team like you can't imagine, because ENIGMA has sparked my interest in C++, programming, etc.
I'm thankful ENIGMA is functional enough to do many things with, even with the bugs and missing stuff, to be honest when I first learned about this project I thought it was yet another wannabe GM clone lame attempt, having been there before, but really impressed and I am thankful to the team like you can't imagine, because ENIGMA has sparked my interest in C++, programming, etc.
887
Programming Help / Re: How to check instance count + other
« on: May 16, 2014, 12:43:51 pm »
Wow ! I can't believe I missed this! Trust me, I read the manuals all the time. I can't believe I missed the instance_number...... When looking through manual I made a search for instance_ and for some odd reason I only saw instance_count. Thanks !
Regarding the instance_place, never thought of that either. Guess I have to go deeper into the manual.
Regarding the instance_place, never thought of that either. Guess I have to go deeper into the manual.
888
Off-Topic / Re: Seeya in a few months!
« on: May 16, 2014, 12:07:51 pm »
Don't get your hopes up TKG, most of the devs have moved on and the current ones are busy Personally I have never worked with JAVA, and not advanced enough in C++ to contribute anything to ENIGMA,
otherwise I would be on it ! I have lots of ideas but unfortunately not in a position.
I know this project lacks developers, I tried asking around and getting the word around but nobody seems interested to join. I told you once, some even suggested I use a cracked GMS lol ! That is not an option and never will be, I won't stoop to that level.
Perhaps if ENIGMA was a crowd funded / kickstarter thing would have worked better, but it's hard to find FREE contributors as the most difficult part is finding someone who has time to spare.
I do plan to take a look at LGM, see if I can make some slight modifications but nothing major beyond my capacities. Otherwise it's going to be quiet for a while it seems.
Personally I see what you mean, but to me it's quite opposite, I plan to continue using ENIGMA and building from scratch and working around the shortcomings. I certainly don't intend to pay $300 for a YYC compiler and yes it's true that LGM lacks some of the newer functions of GMS, and it's obvious ENIGMA was never meant to compete with GMS and probably will never, but luckily there are some aspects that do a far better job.
To me the pros weigh the cons. regarding scaling in room editor, that can easily be handled by code, easier than I thought. Same for physics and other stuff. I'm willing even to create a 3rd party app / editor to help me plug scaling and physics parameters to code, if I have time. I like that ENIGMA spits out much smaller files than even YYC, and even faster! and most importantly some useful functions and external resource handling flexibility that unfortunately no longer exist in GMS.....Too many deprecated functions and tightness of security for store compliance , and since it is one product for all they don't intend to make a separate version for windows.
In all fairness, YYG is not quick in fixing bugs either. ENIGMA/LGM has had far more bug fixes and issues resolved in the time span between the last few 1.3 releases. They are getting way slower now with updates.
So yeah when you come back enigma will be in the same state you left it, most likely ! probably with a few bug fixes, and hopefully some new minor tweaks of LGM if my time and capacity permit.
Also the same could be said for GMS, they are moving at a snail's pace. Now they are more focused on multi platform / console, and windows development is the last of their priorities. Might not be a bad thing for the console/mobile market, but personally that Is not what I seek for now.
Please check your PM.
otherwise I would be on it ! I have lots of ideas but unfortunately not in a position.
I know this project lacks developers, I tried asking around and getting the word around but nobody seems interested to join. I told you once, some even suggested I use a cracked GMS lol ! That is not an option and never will be, I won't stoop to that level.
Perhaps if ENIGMA was a crowd funded / kickstarter thing would have worked better, but it's hard to find FREE contributors as the most difficult part is finding someone who has time to spare.
I do plan to take a look at LGM, see if I can make some slight modifications but nothing major beyond my capacities. Otherwise it's going to be quiet for a while it seems.
Personally I see what you mean, but to me it's quite opposite, I plan to continue using ENIGMA and building from scratch and working around the shortcomings. I certainly don't intend to pay $300 for a YYC compiler and yes it's true that LGM lacks some of the newer functions of GMS, and it's obvious ENIGMA was never meant to compete with GMS and probably will never, but luckily there are some aspects that do a far better job.
To me the pros weigh the cons. regarding scaling in room editor, that can easily be handled by code, easier than I thought. Same for physics and other stuff. I'm willing even to create a 3rd party app / editor to help me plug scaling and physics parameters to code, if I have time. I like that ENIGMA spits out much smaller files than even YYC, and even faster! and most importantly some useful functions and external resource handling flexibility that unfortunately no longer exist in GMS.....Too many deprecated functions and tightness of security for store compliance , and since it is one product for all they don't intend to make a separate version for windows.
In all fairness, YYG is not quick in fixing bugs either. ENIGMA/LGM has had far more bug fixes and issues resolved in the time span between the last few 1.3 releases. They are getting way slower now with updates.
So yeah when you come back enigma will be in the same state you left it, most likely ! probably with a few bug fixes, and hopefully some new minor tweaks of LGM if my time and capacity permit.
Also the same could be said for GMS, they are moving at a snail's pace. Now they are more focused on multi platform / console, and windows development is the last of their priorities. Might not be a bad thing for the console/mobile market, but personally that Is not what I seek for now.
Please check your PM.
889
Programming Help / How to check instance count + other
« on: May 16, 2014, 12:47:08 am »
2 questions.
1)
I noticed there is only instance_count, which counts the total instances in a room. YET when you look in the D&D, the panel allows you to check instances only of particular objects. Same for GMS.
Since I cannot stand D&D anymore and do everything by code, could someone please tell me how I can do the equivalent of the action check instance count for a specific object ?
Example, I have a controller object in a room, what if I wanted it to check number of instances of a specific object in the room, how would I go about....
if I use the if (instance_count), that checks the total active instances in a room !
---------------------------------------------------
2) Destroying individual instances
Now I know how to do this by having the object itself detect collision with another and calling a destroy function, it will destroy self (the instance only, not all the object).
What if I want to control this from another object.
Example, object A shoots Objects B, but collision against object b is checked in A. B is a solid object.
So in Object A I would use
if (place_meeting(x,y,obj_b)
...
...
What should I do next ?
If I use
with (obj_b)
{
destroy_instance();
}
it will kill all instances of object b !
I want only the instance of object b that was hit by object a to be killed.
I can do this with the D&D object kill object, in the panel select other..... This will cause whatever object a was hit to be killed. How the hell can I replicate this with GML?
I tried using other,self, etc. does not work.
This is the same in GMS. I find it ridiculous I have
to use D&D and cannot do this in GML.
1)
I noticed there is only instance_count, which counts the total instances in a room. YET when you look in the D&D, the panel allows you to check instances only of particular objects. Same for GMS.
Since I cannot stand D&D anymore and do everything by code, could someone please tell me how I can do the equivalent of the action check instance count for a specific object ?
Example, I have a controller object in a room, what if I wanted it to check number of instances of a specific object in the room, how would I go about....
if I use the if (instance_count), that checks the total active instances in a room !
---------------------------------------------------
2) Destroying individual instances
Now I know how to do this by having the object itself detect collision with another and calling a destroy function, it will destroy self (the instance only, not all the object).
What if I want to control this from another object.
Example, object A shoots Objects B, but collision against object b is checked in A. B is a solid object.
So in Object A I would use
if (place_meeting(x,y,obj_b)
...
...
What should I do next ?
If I use
with (obj_b)
{
destroy_instance();
}
it will kill all instances of object b !
I want only the instance of object b that was hit by object a to be killed.
I can do this with the D&D object kill object, in the panel select other..... This will cause whatever object a was hit to be killed. How the hell can I replicate this with GML?
I tried using other,self, etc. does not work.
This is the same in GMS. I find it ridiculous I have
to use D&D and cannot do this in GML.
890
Programming Help / Re: Instance Creation Codes
« on: May 15, 2014, 06:11:57 pm »
I can't reproduce your error, it works fine for me.
I created 3 different instances of the same object inside a room, noted the instance ID of each, then on each different instance I added a text string into the instance creation code. I copy/pasted your example, and for the other 2 used my own.
Then in the main object's draw event I added this debug to see if it works.
draw_text(10,10,string(100010.text));
This displayed
Welcome to the first PIT² BETA! Move around with the arrow keys, and jump with the Space bar!
draw_text(10,10,string(100011.text));
This displayed the other text string I used.
and so forth, so I could individually set variables to
each instance ID. TO access these you precede the
variable with the instance ID as shown above.
With or without draw event, no crashes here.
I created 3 different instances of the same object inside a room, noted the instance ID of each, then on each different instance I added a text string into the instance creation code. I copy/pasted your example, and for the other 2 used my own.
Then in the main object's draw event I added this debug to see if it works.
draw_text(10,10,string(100010.text));
This displayed
Welcome to the first PIT² BETA! Move around with the arrow keys, and jump with the Space bar!
draw_text(10,10,string(100011.text));
This displayed the other text string I used.
and so forth, so I could individually set variables to
each instance ID. TO access these you precede the
variable with the instance ID as shown above.
With or without draw event, no crashes here.
891
Issues Help Desk / game end EVENT issues
« on: May 12, 2014, 10:34:10 pm »
The event other -> game end does not work.
I placed code in game end event
display_set_size(800,600);
just for testing......
When starting game in obj create I use HD 1080, it sets it fine,
but when game ends it stays at the game's resolution,
so the code in game end event is not executed.
game start / game end and room create don't work.
A temporary solution I would use until it is fixed
is creating a controller obj, setting an event destroy code to change back screen resolution and game end.
And in a game where that controller obj is called to be destroyed game will end and display resolution changes back. Only problem this won't work if user
attempts to exit game by ESC or other means
so have to disable exit keys (not practical).
I placed code in game end event
display_set_size(800,600);
just for testing......
When starting game in obj create I use HD 1080, it sets it fine,
but when game ends it stays at the game's resolution,
so the code in game end event is not executed.

game start / game end and room create don't work.
A temporary solution I would use until it is fixed
is creating a controller obj, setting an event destroy code to change back screen resolution and game end.
And in a game where that controller obj is called to be destroyed game will end and display resolution changes back. Only problem this won't work if user
attempts to exit game by ESC or other means
so have to disable exit keys (not practical).
892
Programming Help / Random number questions
« on: May 11, 2014, 08:06:00 pm »
My question regards random numbers in ENIGMA. Back in the days I was reading the GMC I remember many complaints from people that numbers were not truly random and had a tendency of repeating in patterns. It was mentioned by YYG that this was by design to allow easy tracing and debugging and was suggested to people that they use randomize ();
Since ENIGMA is based off of C++, does it work the same ? Do I have to use random seed or just randomize for truly random sequences ?
Also does the randomize() also affect all random functions such as random range ?
Thanks.
Since ENIGMA is based off of C++, does it work the same ? Do I have to use random seed or just randomize for truly random sequences ?
Also does the randomize() also affect all random functions such as random range ?
Thanks.
893
Programming Help / Re: Question on variables and arrays (important)
« on: May 11, 2014, 11:42:08 am »They just have functions for that. In case of regular arrays you would have to do that yourself, so depending on your own implementation it can be both slower and faster. Usually regular arrays are faster than ds, because data structures are classes with their own overhead.
Ok so for the example where I want to record game footage or make self playing demos, where I would store x/y for each step, and access would be sequential, then arrays would be best.
Quote
So if you just want to store stuff, then regular arrays would probably be faster (even if the array is big). If
So let's say I want to use a big array inside a controller obj (self playing demo), and once I don't need the array anymore I destroy the controller obj instance, the memory reserved and used up by the array would be freed up right if I understood correctly ? if the array was local to the object only and not global array ?
Quote
is fast at lookup, the third is fast at sorting. So depending on your need you would take the one works fastest. In ENIGMA most of the ds are std::map as far as I remember. And that is actually quite slow.
lol. yeah, compatibility comes with a price too!

But we are talking CPU cycles not GPU so the fact ENIGMA is compiled and not an interpreted runner like on GMS, would that make any significant speed difference for arrays and ds ?
Thanks Robert & Josh for the explanations

Using arrays 1D and 2D is something I've worked a lot with in BASIC.
894
Issues Help Desk / Re: Blend mode not working in DX9
« on: May 11, 2014, 12:15:58 am »Yes draw_circle_color was doing x+cos and y-sin where draw_circle was x+cos y+sin causing the culling orientation of the two functions to be different. Should not have been an issue though because I default both D3D and OGL to the same culling orientation.
Talk about coincidences then so then another bug was resolved, but the initial problem was not with blending

BTW, it's the first time I actually work with blend modes and it's really amazing some of the advanced stuff you can do. Can even give objects a 3D look. I experimented a little on pipes, you know the classic green pipes used in mario, the 1D, flat color ... Using clever processing I managed to give it a 3D feel and professional look, then add subtle texturing.
Quote
Also, Darkstar2, when did you learn to work git? I never updated the Portable ZIP yet.
LOL ages ago. I've updated several times from it before.
Either manually, through downloading the branch or through git update.
895
Programming Help / Re: Question on variables and arrays (important)
« on: May 10, 2014, 08:19:42 pm »
So in terms of performance would I be better off using data structs ? I notice with the ds you can insert, move, copy, delete individual, find, etc, far more efficient than the arrays,
but if you have huge ds's would it be slower ?
but if you have huge ds's would it be slower ?
896
Issues Help Desk / Re: Blend mode not working in DX9
« on: May 10, 2014, 07:55:57 pm »
LOL forgive me Robert
It was late, and I realized that I should have posted in tracker which I did, and I was too lazy to copy / paste it. Next time I will use the tracker first.
Thanks Harri & Robert as usual, will go test this now.

//update: tested, it works now, thanks!

Thanks Harri & Robert as usual, will go test this now.

//update: tested, it works now, thanks!
897
General ENIGMA / Re: Thanks for making this(please move if in the wrong place)
« on: May 10, 2014, 07:50:59 pm »I am in game design in my school, and they are making us use game maker. I'm the only smart person in the class, all of the rest being problem people making very simple games.
So I was making a awesome game, then gamemaker gives me the finger, and tells me that I need to buy the standard version to continue making it. I don't have $50 to waste on Yo Yo(even the name is stupid, like Infinidim(HHGTTG Reference)). But still, that really pissed me off, and I was looking into cracking the program, then couldn't do that, so I looked into quitting the class.
Then I found this...
Thank you thank you thank you!!! This is AWESOME!!!
You did the right thing, as far as not using the cracked version:
#1) Not worth the trouble.
#2) They allege to include code in the final compile that can rat you out (some claim callbacks to server are used) or they use internal tools to find out if a game was made with a crack.
#3) It's illegal !
You come to the right place, I too am an GMS user, no regrets for buying GMS Pro at the time but when did certain things that followed that was not happy about so I found here, but beware, this is product still in development and understaffed, not 100% compatibility, and certain things have to be done different, but it's great, also if you are not into C++, it's a great way to start, and your games are compiled here, so faster !

And listen to Ex, he's right you will have many issues, but luckily here you have people who actually know what they are talking about and actually listen and help people when time permits.

898
Programming Help / Re: Question on variables and arrays (important)
« on: May 10, 2014, 11:28:48 am »
Good stuff ! Thanks Harri.
Indeed I was declaring my variables inside create
as follows
a[300];
b[300];
So they were being disposed of at the end of the create code.
Yet my experiment still worked. I played with arrays a little and made from scratch in GML in one step event a mini platform with recording and playback capability. Recording would record up to 10 seconds of gameplay and playback would playback what was recorded. Each step's x and y value would be stored in 2 arrays a and b. So despite the array being destroyed at the end of create, how come my program worked ?
So I should have done it
local a[300]
local b[300]
instead right ?
So in other words I should NOT be using anything
in the create event that is variable declaration
such as
a = 30;
etc.
Was I right to use this type of array for what I needed done above ? or are there better ways ?
Also what happens to variables declared in room creation code, and those created in scripts, do the ones in scripts remain active as long as the game is running, and room creation code as long as the room is active ?
Indeed I was declaring my variables inside create
as follows
a[300];
b[300];
So they were being disposed of at the end of the create code.
Yet my experiment still worked. I played with arrays a little and made from scratch in GML in one step event a mini platform with recording and playback capability. Recording would record up to 10 seconds of gameplay and playback would playback what was recorded. Each step's x and y value would be stored in 2 arrays a and b. So despite the array being destroyed at the end of create, how come my program worked ?
So I should have done it
local a[300]
local b[300]
instead right ?
So in other words I should NOT be using anything
in the create event that is variable declaration
such as
a = 30;
etc.
Was I right to use this type of array for what I needed done above ? or are there better ways ?
Also what happens to variables declared in room creation code, and those created in scripts, do the ones in scripts remain active as long as the game is running, and room creation code as long as the room is active ?
899
Off-Topic / Re: Let's discuss videogames
« on: May 09, 2014, 11:43:40 pm »I mean there's pretty much nothing to talk about around here,
There's lots to talk about, but some people moved on or too busy with their jobs and what not

Quote
most of the time. Even if it's because you don't have much spare time, why don't we try to light some little fire? That's like the point of having a forum, isn't it; discuss stuff and keep the site active.
Agreed.
Quote
So, are you actually interested in the videogame industry, besides the making of 'em?
I love videogames. I have a collection of them that I bought over the years. I pretty much lack time now as others here, I have shit that I purchased ages ago whos boxes are gathering dust and spider webs untouched lol (so to speak of course). I used to play adventure games, myst type, etc. Simulation I used to like those, I'm sure I must have done all my military flight and commercial / aviation flight training on a flight sim lol, crazy hours.
I used to play some sports sim like NHL, NBA, etc, but never had much patience for that ! Not much really into RPG and strategy I would go crazy

I am for the most part to some extent adventure, action and first person shooters (FPS).
Quote
year[/i]. Greatest FPS ever. Also, besides friends, I used to have a gf to play with as well;
lol yeah once you start with those it kills time so quickly and before you know it you look at the watch and you notice you've been playing it 14 hours straight. I barely have time to take a piss, I haven't touched a video game in ages........something I want to get back into both the playing and creating.
Quote
not just unknown people from the internet, so it just added to my enjoyment in that game. I'm no longer playing it but I still like it a lot.
One thing that made me irate over the years with online play is the lot of cheaters. So much blokes online who cheated, it sucked when you were playing on good servers and you'd get people enter out of nowhere and ruin a good game by flooding their aimbots and other shit pissed me off!!!
I'm into PC games, don't use consoles at all.
Quote
The only genres I don't like are Simulation (excepting several titles like most of Tycoon games) and Sports. They're absolutely obnoxious to me.
I can't stand those. The sports sim are only fun when you play with against people you know, (NHL, FIFA, etc.).
Quote
Goat Simulator is a real bad game.
LMAO!
I prefer playing lemonade stand all day !
Oh and Hairy Goat Simulator (its sequel) is equally boring.
900
Programming Help / Re: Question on variables and arrays (important)
« on: May 09, 2014, 11:13:46 pm »
Thanks for the link, I used that site a lot in the past.
BTW, if for example I want to allocate an array of a[1000], is there a function that can tell me how much memory is reserved by a[0] to a[1000] and how much memory is used by this range as well ?
BTW, if for example I want to allocate an array of a[1000], is there a function that can tell me how much memory is reserved by a[0] to a[1000] and how much memory is used by this range as well ?