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Messages - hpg678

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Programming Help / Re: How to access arrays stored in a ds_list ?
« on: June 10, 2019, 08:07:38 am »
ok here's a little update to your problem relayed to me by of the major developers

  • Don't declare the array with 'var'
  • use array_create(<size>) function to allocate memory for the'll be much faster

Code: [Select]

arr = array_create(3);
arr[2] = 52;
arr[1] = 4;
arr[0] = 16
list = ds_list_create();

and in your draw_event
Code: [Select]

for (var i = 0; i < array_length_1d(arr); ++i) {
    ds_list_add(list, arr[i]);

for (var i = 0; i < ds_list_size(list); ++i) {
    show_message(string(ds_list_find_value(list, i)));

this should work now.

Programming Help / Re: How to access arrays stored in a ds_list ?
« on: June 10, 2019, 07:35:12 am »
Greetings and salutations!

i mentioned your problem to one of the developers, so he's going to fixed the problem very soon. Apparently it has do with one of the functions. So please be patient until then.

greetings all! Due to the numerous concern of new users having some trouble setting up ENIGMA on their Windows PCs, a 3 part video series was made to help make the procedures easier to grasp.

The computer used has Windows 7 32bit; 4gbs of Ram and a 250 SATA hard drive. Should be a good base for the installation.

You can get the link on Youtube from here. Hope it was useful to you.

Issues Help Desk / Re: fatal error: ffi.h: No such file
« on: May 28, 2019, 09:28:48 am »
hi and welcome to the Forums. did a little research so you could try

Code: [Select]
pacboy -S libffi:i (32bit)
pacboy -S libffi:x (64 bit)

within your msys terminal.

Tips, Tutorials, Examples / Screen Save Screen-shot code snippet
« on: May 17, 2019, 07:19:18 am »
Here's a little work-a-round using code to save a screen-shot of your games.

in an object in the Create Event, create a variable 'num = 0'; This is to track auto-numbering of the generic filename to save the screen-shot.

In the 'keyboard_released_letter' event e.g i used "S" place this code

Code: [Select]

var screenshot = background_create_from_screen(0,0, window_get_width(), window_get_height(), false, true);
fname = get_save_filename("Save screenshot (*.png)|*.png", "screenshot"+string(num)+".png");
if (fname != "")
   //background_save(screenshot, "screenshot_"+(string(num))+".png"); //use this for automatic screenshot numbering
   background_save(screenshot, fname); //use if you want to give custom filename
   num += 1; // you can leave this
   show_error("File not saved!", false)

Please note that in Linux you would need to have a Dialog API set to either Zenity or Kdialog for it to work.

Tips, Tutorials, Examples / How to create a Level Select screen
« on: May 12, 2019, 08:38:50 am »
This is a short tutorial on how to create a level select screen to use in your game. All the levels will be unlocked except the first one. When you have exited that level, it will activate/change a variable that signals the next level to be unlocked. This continues for every level.

In this tutorial, i have also used 'Creation codes' to change the image_index of the Level button sprite as well as track which level we are on.

For those who may not be familiar with them, they hold extra data for a room or object which will run locally in a room. For instance, i used the "Instance Creation Code" for my "spr_level' sprite to  specify which sub-image i want displayed when the game is run.

You cannot create a variable there, however. They must be created beforehand in the 'Create Event' or somewhere else.

The source file is in the EDC section.

Check out the youtube video here :

General ENIGMA / Re: Making love to the project
« on: May 01, 2019, 08:47:47 am »
well, if this indeed is true this time, i for one am sorry for you to be gone. Your contributions have indeed been of tremendous help, no one will/should deny that fact but unfortunately, your conduct and behavior did clash with others and so in a democracy, the majority rules.

i for one will miss you as I have missed TKG and others who have left. I like diversity, of course to a point and depending on circumstance.

Tips, Tutorials, Examples / Re: How to create a Match 3 puzzzle game
« on: April 30, 2019, 11:47:34 am »
Here's a progress report

  • created a GUI that keeps track of Moves, a target Score, your score and Level counter
  • expanded playfield dimensions
  • added bonus/multiplier variable

Tips, Tutorials, Examples / Re: How to create a Match 3 puzzzle game
« on: April 28, 2019, 08:31:42 am »

I am creating an update as a fully workable game. It will feature additional levels, additional tiles, special effects, a scoring system, a GUI and a dialog system.

The first release will be for Linux users. A windows version will follow later.

As an additional bonus, an ebook will also be published with step by step details on its creation, implementation of the game mechanics and conversion from tutorial to workable game.

Tips, Tutorials, Examples / How to create a Match 3 puzzzle game
« on: April 23, 2019, 04:44:12 am »
here is a tutorial on how to create a Collapse clone game. for those who may not be familiar with Collapse game, you can get a better understanding here.

However, unlike the more 'traditional' type
  • tiles appear from the top
  • you can click on 2 or more

There is no score, special effects or additional features in this version. It is user-friendly enough that one can add those on their own accord. The mechanics is easy to follow and tweak with annotations in the code.

Hope you enjoy and find this useful.  i will upload the .gmk file in the EDC section.

Finished Games / Re: Steal the Gold
« on: April 21, 2019, 07:09:13 pm »

It was made with GMStudio 1.4, since 2.x doesn't support GLSL ES shaders on Windows, which is stupid they dropped support for that.

It's YoYo. Would you expect anything different?  ;D :D

General ENIGMA / Re: Poll: New LGM Event Selector
« on: April 21, 2019, 06:58:44 pm »
looks great. Fluid and works flawlessly on my Linux desktop. Looks absolutely beautiful. Great job Rob. Great mock-up by Josh also.

General ENIGMA / Updates & Upcoming News
« on: April 20, 2019, 07:23:35 am »
Greetings! Recently there have been some of updates and improvements to ENIGMA and LateralGM.

First, LateralGM has been updated to Version
  • This fixes a bug that would erase current sprites sub-images when appending new ones.
  • Another issue fixed, dealt with sprite transparency when loading/transferring GMK and GMX projects, as reported by Hitcoder and Protolink in their projects.
  • resource name completions are fixed
  • "GMX" label replaces "1200" label in the save dialog
Secondly, this has to do with the ENIGMA compiler. This is more Josh and Robert area of expertise. Suffice to say the JDI, which in layman terms, parses and converts your code in the compiler, has been rewritten anew. I'm not sure if it is up for release yet, though. Word is, with its improvements, a lot of fixes have been done that addresses things like array initialization and auto semicolons at the end code statements. i sure Josh and Robert can explain it better than I, if requested.

That's the major news for now. If you are not a member then join the Discord server to keep in touch with other announcements and talk with the devs or others in the community. Untill then be cool and happy programming with ENIGMA.

General ENIGMA / My 2 cents worth
« on: March 17, 2019, 09:08:23 am »
As we are into the first quarter of the new year, I want to reflect on the state of project since my introduction to it these last 2 years or so. It has been a long and worthwhile trip. I got to meet some brilliant people, create some games and been having a lot of fun in the process.

Everyone has been really busy with improvements, additions and fixes where users like me can create and compile into executables. However,  due to recent upgrade to 3rd party libraries, users will find ENIGMA may not build as before. This is not the developers fault and blame or harsh criticisms should not be directed towards them.

Take an incident that happened not so long ago where i had upgraded to the newest version of Google protobufs. It threw ENIGMA so out of whacked that having alerted the developers, Josh figured out that my version was too new and so ENIGMA had to be "re-written" to handle the new version of that library. Of course, other elements would also have to be 're-written'/improved. To the user it would seem as though ENIGMA is unstable when it is not. I have published games using the current build as proof.

Past users who have returned have misconstrued the situation and criticized on its state of affairs. Being out of touch, I can understand why it may look like there is no progress. However, some comments did upset some developers. One should be mindful that the time spent is purely voluntarily. I'm not saying one can't voice their opinions; i'm just asking for one to be tactful in voicing them.

I will never get over how invaluable ENIGMA is to me. Call it being bias , when you consider its main redeeming feature, ENIGMA reigns superior to GameMaker, Unity, Godot and any other game creating engine/software out there. It is the ONLY software that builds natively to your Operating System, whether it is Windows, Mac, or Linux.

Unlike GameMaker and Unity, it doesn't require extra modules or connecting to another machine to test/create to the other platforms. In the Wiki, you follow the instructions and there you have ENIGMA installed on your Windows PC, Mac or Linux machine. If anyone knows of any other software that does this, please let me know. As far as I have searched and seen, there is no other like ENIGMA. A rare gem it is and deserving of support. not the type of unwarranted backlash that was dished out to it in the last couple of weeks.

Well, like the topic states, that my 2 cents worth. I am very thankful for the time time and efforts the devs, have put into ENIGMA. Even the ones returning, I am thankful for their continuing support and contributions, to the project and the community when the users ask for help.

Everyone is great.

ENIGMA is great

Issues Help Desk / Re: Compiled game doesn't start?
« on: March 15, 2019, 04:14:39 am »

I've had the same issue quite recently when i updated on my Windows pc. After showing Goombert the error file, he suggested I erase my


folder. As he puts it


it's just because you have the old binaries of the engine, you upgraded gcc which upgraded the linker which wants to use
a new .o format
so obviously you need to clean out the old object files and do a clean build of the engine

Having done that, i am happy to say it worked and i am able to build again.

So thanks to Goombert for his suggestion and also his invaluable time, his expertise in helping and the extreme amount of effort to the project.

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