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1
General ENIGMA / Ludum Dare 32 Entry
« on: April 19, 2015, 09:33:44 pm »
I entered the Ludum Dare game jam again this year. Enjoy!
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=28370
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=28370
2
General ENIGMA / Animated GIFs
« on: December 13, 2014, 10:00:25 pm »So I've written a GIF parser from scratch. It loads each GIF image into its own sub-image, just like GM does. This can be used with image_load(), which would otherwise assume it was a PNG and crash.
I need to do a bit of cleanup before submitting a pull request (it's super slow right now), but I wanted some feedback first. Is this something you guys want? It's only 500 lines of code, so it shouldn't clutter much.
Thoughts?
3
General ENIGMA / Busy busy, like a bee
« on: December 06, 2014, 09:58:34 am »
Hey all,
Just a quick check-in: this weekend I'm (currently in the middle of) doing the Ludum Dare! Thought I'd try it out with ENIGMA as the engine. Don't expect too much, but I thought some of you might be interested:
http://ludumdare.com/compo/2014/12/06/tiny-pockets/
Just a quick check-in: this weekend I'm (currently in the middle of) doing the Ludum Dare! Thought I'd try it out with ENIGMA as the engine. Don't expect too much, but I thought some of you might be interested:
http://ludumdare.com/compo/2014/12/06/tiny-pockets/
4
General ENIGMA / Quick question on fonts
« on: November 30, 2014, 03:37:08 pm »
Hey all,
Just a quick question on fonts. I compiled An Untitled Story using a bunch of custom fonts, and when I copied the executable over to another machine, the fonts "just worked". This is by design, right? What I mean is, I don't have to worry about distributing the fonts with the game, right?
Just a quick question on fonts. I compiled An Untitled Story using a bunch of custom fonts, and when I copied the executable over to another machine, the fonts "just worked". This is by design, right? What I mean is, I don't have to worry about distributing the fonts with the game, right?
5
Works in Progress / Alpha version of An Untitled Story --game is complete-able!
« on: November 30, 2014, 03:35:59 pm »
Greetings all,
I'm very happy to announce that "An Untitled Story" can now be completed through the end, and I am bumping it up to alpha as a result. Behold:
http://youtu.be/--KJapCLrBE
Also:
Compared to Iji, this game had a lot more edge-case behavior that just "happened" to work (for example: mixing obj_1.value with self.value). On the other hand, its mechanics were a lot simpler, so I was able to get it up and running in far less time. Some bosses are still glitched, but all the essentials are there.
Thanks again for all your help, and good luck on your own games or ports!
I'm very happy to announce that "An Untitled Story" can now be completed through the end, and I am bumping it up to alpha as a result. Behold:
http://youtu.be/--KJapCLrBE
Also:
Compared to Iji, this game had a lot more edge-case behavior that just "happened" to work (for example: mixing obj_1.value with self.value). On the other hand, its mechanics were a lot simpler, so I was able to get it up and running in far less time. Some bosses are still glitched, but all the essentials are there.
Thanks again for all your help, and good luck on your own games or ports!
6
Works in Progress / An Untitled Story is about 8% playable.
« on: November 10, 2014, 08:18:52 am »
Voila:
https://www.youtube.com/watch?v=rt48LZNv45c
Still needs a ton of work; in particular backgrounds and constants are not working. But it's getting there.
https://www.youtube.com/watch?v=rt48LZNv45c
Still needs a ton of work; in particular backgrounds and constants are not working. But it's getting there.
7
Programming Help / Constants?
« on: November 09, 2014, 09:06:26 pm »
Do constants currently work in ENIGMA? I am having some trouble importing constants from GM8.
8
Programming Help / Why do we use placement new?
« on: October 07, 2014, 08:16:59 pm »
Why do vars initialize with placement new in ENIGMA?
9
General ENIGMA / OS-X Cross-Compilation is now in master
« on: September 23, 2014, 07:42:27 pm »
As of the latest master, you can now cross-compile from Linux to OS-X using ENIGMA. Wiki guide here:
http://enigma-dev.org/docs/Wiki/CrossCompileLinuxOSX
This should go without saying, but make sure you are aware of Apple's draconian policies before submitting a cross-compiled app to the App Store (it will likely be rejected). You can certainly distribute the app unofficially, of course (like on the "Games" page).
As always, I am happy to answer questions/fix bugs as people run into them.
http://enigma-dev.org/docs/Wiki/CrossCompileLinuxOSX
This should go without saying, but make sure you are aware of Apple's draconian policies before submitting a cross-compiled app to the App Store (it will likely be rejected). You can certainly distribute the app unofficially, of course (like on the "Games" page).
As always, I am happy to answer questions/fix bugs as people run into them.
10
General ENIGMA / Need some advice on fullscreen + views
« on: September 10, 2014, 10:20:50 pm »
Hello all,
I've got a pretty simple question: what's the "correct" (from a GM point of view) way of saying "make the game fullscreen, and stretch all views to fit"?
Basically, I know that window_set_fullscreen(true) works fine when views are off, but if views are in use then the game screen will never expand to fill the entire window. Is there some magic number for views/ports that causes the views to behave this way, or do I have to resize every view's port to fit the new window size when I trigger fullscreen?
Would appreciate any advice on this.
I've got a pretty simple question: what's the "correct" (from a GM point of view) way of saying "make the game fullscreen, and stretch all views to fit"?
Basically, I know that window_set_fullscreen(true) works fine when views are off, but if views are in use then the game screen will never expand to fill the entire window. Is there some magic number for views/ports that causes the views to behave this way, or do I have to resize every view's port to fit the new window size when I trigger fullscreen?
Would appreciate any advice on this.
11
Issues Help Desk / Error updating to new "room" format (with pre-creation code)
« on: September 02, 2014, 05:35:16 pm »
When I try to load my iji.egm file, I get the following error:
It is clear that this is caused by the Room decoder looking for the "pre-creation" event that was just added recently.
Edit: Actually, it might be from translation/rotation/scale? Either way, the engine is expecting something in the room binary blob that is not there, so it is over-reading.
Unfortunately, I have no idea how to recover from this error. Consider:
So do I have to manually edit every .rmg file in a hex editor? Or is there some way for the plugin to auto-detect if it is loading an old rmg file and then add the the missing properties? I don't mind doing this once or twice, but if the .rmg format is going to change frequently, then I would recommend adding versioning.
Edit: Or perhaps someone could provide a script to update .rmg files when the format changes?
Code: [Select]
java.io.IOException: Unexpected end of file reached at filepos: 971
at org.lateralgm.file.GmStreamDecoder.read(GmStreamDecoder.java:80)
at org.lateralgm.file.GmStreamDecoder.read(GmStreamDecoder.java:59)
at org.lateralgm.file.GmStreamDecoder.readStr(GmStreamDecoder.java:132)
at org.enigma.file.EFileReader$RoomGmDataReader.readData(EFileReader.java:1194)
...
Edit: Actually, it might be from translation/rotation/scale? Either way, the engine is expecting something in the room binary blob that is not there, so it is over-reading.
Unfortunately, I have no idea how to recover from this error. Consider:
- I am storing Iji unzipped in a directory (which I then zip up into an EGM file).
- The room_x.rmg file is a binary file
- Apparently the room editor now looks for the missing properties in the .rmg file?
So do I have to manually edit every .rmg file in a hex editor? Or is there some way for the plugin to auto-detect if it is loading an old rmg file and then add the the missing properties? I don't mind doing this once or twice, but if the .rmg format is going to change frequently, then I would recommend adding versioning.
Edit: Or perhaps someone could provide a script to update .rmg files when the format changes?
12
General ENIGMA / Cross-compiling from Linux to OS-X works --interested?
« on: September 01, 2014, 12:58:46 pm »
Hey all,
Somewhat by chance, I was able to get Iji working on OS-X by cross-compiling on Linux. This only requires minimal changes (plus the compiler's .ey file and some setup) --it is much easier than cross-compiling to Windows. My question is: are you guys interested in this? If so, I can make a pull request and a wiki page; if not, I'll just keep this in my own fork.
Somewhat by chance, I was able to get Iji working on OS-X by cross-compiling on Linux. This only requires minimal changes (plus the compiler's .ey file and some setup) --it is much easier than cross-compiling to Windows. My question is: are you guys interested in this? If so, I can make a pull request and a wiki page; if not, I'll just keep this in my own fork.
13
Works in Progress / Iji is now in Beta! Please test~
« on: September 01, 2014, 01:35:57 am »
I'm pleased to announce that Iji is now officially in beta. The game is playable through to the end, and the remaining bugs, while numerous, are all relatively minor. Check out the promo video here; these videos were all captured from the ENIGMA version of the game:
https://www.youtube.com/watch?v=6KBIEgOduZk&feature=youtu.be
This also means that I'm providing binaries, so you don't have to go through the arduous task of compiling Iji yourself. Check the wiki for more info. And please help to test the game and file bug reports if you are interested.
https://bitbucket.org/sethhetu/iji_enigma/wiki/Home
The video is currently not public, as I am unsure if I used the correct logos for Lateral GM and ENIGMA (or if I forgot to credit anything). Please let me know if there's any press guidelines on using the ENIGMA/Lateral GM logos. (I'd like to give credit where credit is due, but I'm not sure if there are any restrictions regarding this.) I'll upload a finalized video once everyone's happy.
I was hoping to have OS-X binaries available, but I can't stall development any longer (the other two OS's have been ready for a week). My goal is to get OS-X (and eventually Android) included into the beta, so that everyone can enjoy this wonderful game.
Thanks again to everyone who helped make this possible!
https://www.youtube.com/watch?v=6KBIEgOduZk&feature=youtu.be
This also means that I'm providing binaries, so you don't have to go through the arduous task of compiling Iji yourself. Check the wiki for more info. And please help to test the game and file bug reports if you are interested.
https://bitbucket.org/sethhetu/iji_enigma/wiki/Home
The video is currently not public, as I am unsure if I used the correct logos for Lateral GM and ENIGMA (or if I forgot to credit anything). Please let me know if there's any press guidelines on using the ENIGMA/Lateral GM logos. (I'd like to give credit where credit is due, but I'm not sure if there are any restrictions regarding this.) I'll upload a finalized video once everyone's happy.
I was hoping to have OS-X binaries available, but I can't stall development any longer (the other two OS's have been ready for a week). My goal is to get OS-X (and eventually Android) included into the beta, so that everyone can enjoy this wonderful game.
Thanks again to everyone who helped make this possible!
14
General ENIGMA / OSX Trials and Tribulations
« on: August 26, 2014, 02:06:54 am »
Hello all,
So, I've been trying to get ENIGMA running on OSX Mavericks, but it seems that it's been some time since anyone used it. (If there are any OSX ENIGMA users out there, please chime in.) Problems are listed in order of appearance.
The compiler still hardcodes the include "/opt/X11/include", when it should be "/opt/local/include" (assuming MacPorts).
The application links "./ENIGMA" as the project path, when it should link "../ENIGMA" (or possibly ../../ENIGMA) due to how the working directory functions.
The built application is missing an Info.plist, so OSX complains it can't launch it. (This is probably related to the next issue.)
Adding an Info.plist to the built app and telling it "this is a Cocoa app" will cause the app to launch a terminal describing the current working directory, and then there's no further output. No OpenGL window is shown.
I'd really like to figure out how to get around these errors, but I'm not experienced with Mac development. Anyone have any ideas?
So, I've been trying to get ENIGMA running on OSX Mavericks, but it seems that it's been some time since anyone used it. (If there are any OSX ENIGMA users out there, please chime in.) Problems are listed in order of appearance.
The compiler still hardcodes the include "/opt/X11/include", when it should be "/opt/local/include" (assuming MacPorts).
The application links "./ENIGMA" as the project path, when it should link "../ENIGMA" (or possibly ../../ENIGMA) due to how the working directory functions.
The built application is missing an Info.plist, so OSX complains it can't launch it. (This is probably related to the next issue.)
Adding an Info.plist to the built app and telling it "this is a Cocoa app" will cause the app to launch a terminal describing the current working directory, and then there's no further output. No OpenGL window is shown.
I'd really like to figure out how to get around these errors, but I'm not experienced with Mac development. Anyone have any ideas?
15
Issues Help Desk / Trouble compiling ENIGMA on Windows
« on: August 11, 2014, 09:02:12 pm »
I know, I know, everyone has trouble compiling ENIGMA on Windows. I actually had it working before, but I foolishly upgraded to Windows 8 and couldn't get it working on the new install. So now I'm trying to re-install from scratch in a Win7 virtual machine.
My question is, after following these steps:
http://enigma-dev.org/docs/Wiki/Install:Windows
...I use Git bash, cd to the source directory, and do:
...and it opens. But then, when I compile an empty project, I get the following verbose error.
Does anyone have any idea what I'm running into here?
My question is, after following these steps:
http://enigma-dev.org/docs/Wiki/Install:Windows
...I use Git bash, cd to the source directory, and do:
Code: [Select]
mingw32-make
java -jar lateralgm.jar
...and it opens. But then, when I compile an empty project, I get the following verbose error.
Does anyone have any idea what I'm running into here?
Code: [Select]
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Linking" timelines into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x625836c6, pid=1852, tid=1884
#
# JRE version: Java(TM) SE Runtime Environment (7.0_67-b01) (build 1.7.0_67-b01)
# Java VM: Java HotSpot(TM) Client VM (24.65-b04 mixed mode, sharing windows-x86
)
# Problematic frame:
# C [compileEGMf.dll+0x36c6]
#
# Failed to write core dump. Minidumps are not enabled by default on client vers
ions of Windows
#
# An error report file with more information is saved as:
# c:\Users\Administrator\source\enigma-dev\hs_err_pid1852.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#