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Messages - Wendigo

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General ENIGMA / Re: Enigma on ARM Linux
« on: December 05, 2018, 04:43:33 am »
So it turned out that developing (GPU accelerated) games for Ubuntu Touch is a real nightmare. The combination of ARM architecture and MIR display server makes it nearly impossible to develop a game that runs at decent speed since XMIR doesn't support GPU acceleration.
The only engine that supports both MIR and ARM is SDL2 in version <= 2.0.8 (they removed MIR support in 2.0.9 lately)
I wonder if it will be possible to use the SDL backand of Enigma to create games in RGM when it is out in the wild.
A small peek at the Github repo showed that libsdl2-dev gets installed. Maybe it works when I specify a specific version in this line

Off-Topic / Re: Greetings, everyone!
« on: December 04, 2018, 02:45:40 am »
Hi ProtoLink, welcome to the forum  :)

Off-Topic / Re: A warm hello
« on: November 06, 2018, 03:43:52 am »
Hello Warrenaterz, welcome to the forum.  :)

As hpg678 already mentioned Lateral Game Maker (LGM) will be replaced by Radial Game Maker (RGM). According to the developers, the beta will probably arrive some time after Christmas.
Concerning the dark theme, you can set a different theme in the setting of LGM. It is also possible to install a custom theme.
Here are a few:

General ENIGMA / Re: Enigma on ARM Linux
« on: October 31, 2018, 03:07:20 am »
Thanks for the quick reply. I'll check it out on the weekend.

No real progress yet. I had to solve a problem with the Libertine container that had a corrupt config after upgrading from Vivid to Xenial. Now that this is running I need to find a way to either enlarge the terminal App or SSH into the container to do the installation of the Enigma packages.
Unfortunately I hadn't enough time at the weekend but I'll keep you updated on further progress.

General ENIGMA / Enigma on ARM Linux
« on: October 30, 2018, 09:14:42 am »
I recently installed Ubuntu Touch on my Smartphone. Looking through the OpenStore I only found 133 games in total and thought about developing a game myself. Unfortunately there aren't any game engines out there that can export to ARM Linux (except HTML5 games which run pretty slow). Since I have full access to the underlying Linux I wonder if it would be possible to run Enigma on the phone and use the CLI to compile a game that I develop on the desktop.
I have no knowledge about building C++ applications or mobile GPUs so please bear with me if this is completely illusional.  :ohdear:
(Did a quick test with the script but it had issues with the java part)

Announcements / Re: RadialGM Releases, MSVC, Vertex Buffers, and EGM
« on: September 03, 2018, 06:37:38 am »
That said, I hope you are as excited as I am for RadialGM to reach the stability we want it to be so we can start making games with it. Now I am off to work with fundies on the EGM, please stay tuned for more updates!
That for sure  ;D
Can it already be built on Linux?

Off-Topic / Re: absolutely important announcement
« on: August 10, 2018, 08:21:56 am »
I can only second this. Contributing to an open source project feels very rewarding.
I'm currently busy with a mobile game, that's why I haven't been around for a while but I can't wait to check out all the new features I saw on Github.

What exactly are you trying to achieve?
If it is just data transfer between applications maybe the clipboard is sufficient:
You could also exchange data via network connection but that would require the other application to support his.

Issues Help Desk / Re: Keeping assets outside of executable
« on: June 08, 2018, 01:52:54 am »
Yeah TKG is right again, and the WINE developers probably saw very little of that profit/growth/gain.
This may get a little off topic but I'm actually quite surprised that Crossover is seen as a negative example of what could happen to an open source project if it gets used by a company.
As far as i know CodeWeavers is one of the biggest contributors to WINE and even employs developers to work on WINE and push features upstream.
In the Linux gaming community this relationship is seen as a success story of how open source development can get funded. I guess WINE even has a way larger user base than Crossover.
Or maybe there was a conflict at the beginning that I'm not aware of.

Graphics and Video / Re: ENIGMA Games Showcase 2018
« on: June 08, 2018, 12:39:43 am »
Very nice compilation of games.
This engine deserves way more attention of the public.

Issues Help Desk / Re: Keeping assets outside of executable
« on: June 07, 2018, 02:47:10 am »
Now I'm getting even more excited about RadialGM and the new "Secret Feature".
What you wrote sounds really interesting.  ;D
I am not exactly sure I understand the issue here though. You really do not need to concern yourself with the licensing of the engine, because we will work out an exception, the only reason we haven't yet is out of fear of what happened to the WINE project basically.
I'm not concerned about the license of the engine. In a different thread it has already been made clear that none of the Enigma developers intends to sue Enigma users for not publishing the source.
What I'm talking about is the license of proprietary assets that can be bought in stores like from Those licenses usually forbid to sub license the assets or distribute altered copies of the assets under a different license.
I am not a lawyer but as I see it the customers of my game that uses 3rd party assets might claim that bundling these together with a GPL engine runtime inside the same executable file puts them under GPL too. So if they ask for the sound and image files I couldn't give them away without breaking the license from the asset creator.
When the assets are not bundled within the executable one would be able to put the corresponding license file into the same folder as the images, sounds etc.
Furthermore If someone really could force me to release the source of the game I could simply exclude the assets as they have a different license. The source of a game without the images, sounds, music and videos is pretty useless so one could prevent others to just publish your game elsewhere for free since recreating the assets is a lot of work.
But with your exception to the GPL license in the pipe this will hopefully not be an issue anymore.

BTW: What happened to the WINE project?

Issues Help Desk / Re: Keeping assets outside of executable
« on: June 06, 2018, 01:54:19 am »
Thank you for the video, rcobra.
Unfortunately that approach degrades the game engine to a mere game framework since you can't really use the the room editor anymore and need to keep track of the assets by hand without a visual representation of them inside the IDE.

The sprite_replace function seams to be more user friendly since you can just create some dummy assets in the shape of the collision mask and build your level with these. The dummies get replaced on compile time and you can test play the game in all it's glory. The only problem with that is the double file size of the game since the assets exist twice.
(I have added my test project to this post)

The ideal solution would be an option in the project settings that enables automatically copying the assets in separate folders and pointing the paths to that location when the game compiles.
So let's call it a feature request maybe.  ;) 

Issues Help Desk / Re: Keeping assets outside of executable
« on: June 05, 2018, 01:20:46 am »
Thank you for the links TKG.
The descriptions of the "*_replace" functions state that "You can not use one from the resource tree as you cannot replace built-in assets.". So in other words when using those functions I wouldn't be able to use the object and room editor and to do everything via code since the assets created within the IDE are forbidden then.
I wonder if Enigma works the same way as GM here.

I made a small test project and it looks like Enigma indeed supports replacing sprites created within the IDE (haven't tested other assets jet). When I call sprite_replace from within the create event of the object the sprite gets replaced by the one from the given path.
Now I would need to find a way to get rid of all the sprites and sound files at once right before the game is getting compiled.
(or to be more precise - replace them with a dummy image since a sprite without an image causes a compilation error)

Issues Help Desk / Keeping assets outside of executable
« on: June 04, 2018, 02:30:52 am »
Hi community,
When I compile a game it seams that all the assets get compiled into the executable file as well. Since Enigma is GPL software I'm a little concerned about the use of third party assets under proprietary license within the Enigma game engine.
The Blender Game Engine (which is also GPL software) also packages all the assets into the executable by default but you are able to prevent assets from becoming GPL licensed this way by putting them into a separate folder and telling the game engine to read the images, sounds etc. from there.
Is it possible to do something similar with Enigma?

Cool :)
This reminds me that I still have an unfinished Sokoban clone on my hard drive.

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