time-killer-games
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Posted on: August 12, 2013, 01:17:01 pm |
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"Guest"
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Alright, my game doesn't open in enigma/lgm I assume its because of my HD sprites. I'm considering to optimize my game for enigma via scaling all my sprites and backgrounds down by 50%. This should hopefully fix my issues, but with everything scaled in half (paired with being scaled to the original sizes at runtime via draw_sprite_stretched) the collision masks will still be cut in half, with no easy means to resize them.
Even if I didn't need this for my project, I'd say that scaling collision masks would be a great feature...
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Goombert
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Reply #2 Posted on: August 12, 2013, 02:00:30 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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TKG, it would be a lot more helpful if you could describe in detail exactly what is happening when you try to load HD textures, as I myself have used 1028x1028 textures for instance in the 1 million cubes tech demo.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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Goombert
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Reply #4 Posted on: August 12, 2013, 03:41:46 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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You could bump them up, I lowered it down to ensure I didn't break somebodies PC, the Game Maker Studio cubes demo however can't do more than 32k at 40-60fps for me? And I have yet to figure out why.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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time-killer-games
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Reply #5 Posted on: August 13, 2013, 11:19:13 am |
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"Guest"
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Whoever wants to see for themselves the issues I'm having with loading my project, feel free to comment here and I'll send the source in a pm...
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Goombert
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Reply #7 Posted on: August 13, 2013, 12:07:02 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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I have already seen his one super large project, I am outlining the GMX reader in LGM right now, don't know if I will be successful at it or not, but I'd rather focus on getting that and that should solve his woes since Studio dropped GMK exporting. This is what I have so far today of the GMX format working... 
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« Last Edit: August 13, 2013, 03:05:34 pm by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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Josh @ Dreamland
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Reply #8 Posted on: August 14, 2013, 07:15:39 am |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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If you're loading it using Ism's methodology, it will not be very successful. You'll have to load the entire file into memory at once, just like all the serial formats. While I guess it's better than nothing (and technically necessary right now due to ENIGMA's inherently poor support for external resource management), it ultimately should not be done that way.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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Goombert
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Reply #9 Posted on: August 14, 2013, 10:00:46 am |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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Well, it is good enough for now Josh, as LateralGM is really meant to be for GMK and older Game Maker versions. GMX is something we will much better support from a new IDE. Also, it needed to load them all anyway Josh, so that the GMX could be saved into GMK. Here is my progress now... Also I want to warn everyone about trying to import old GMK's into Studio, basically, you shouldn't try because it is a disaster. The thing couldn't even properly import loading the old Mark Overmars FPS tutorial, and you may in fact seriously damage your game.
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« Last Edit: August 14, 2013, 10:21:43 am by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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jimn346
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Reply #10 Posted on: August 14, 2013, 09:45:12 pm |
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"Guest"
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I'm not sure I understand what the problem is, but if you want to have the scaling for the collision and drawing separate, you could just set [snip]x_scale[/snip] and [snip]y_scale[/snip] to however you want the mask to be scaled and then override the draw event to be something like:
draw_sprite_ext(sprite_index, image_index, x, y, my_xscale_var, my_yscale_var, image_angle, image_blend, image_alpha);
OR
draw_sprite_ext(sprite_index, image_index, x, y, image_xscale * my_ratio, image_yscale * my_ratio, image_angle, image_blend, image_alpha);
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Goombert
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Reply #11 Posted on: August 14, 2013, 10:58:14 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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jimn, the issue is he thinks large images are the results of his games not being able to properly load into LateralGM the IDE. I am attempting to resolve this correctly with my implementation of the GMX format, which should hopefully solve his problem.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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TheExDeus
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Reply #12 Posted on: August 15, 2013, 04:53:47 am |
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 Joined: Apr 2008
Posts: 1860
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I'm not sure I understand what the problem is, but if you want to have the scaling for the collision and drawing separate, you could just set x_scale and y_scale to however you want the mask to be scaled and then override the draw event to be something like: But are the collision masks scaled right now in ENIGMA just like they are in GM? I haven't tested that yet and I don't know if someone else has implemented it. jimn, the issue is he thinks large images are the results of his games not being able to properly load into LateralGM the IDE. I am attempting to resolve this correctly with my implementation of the GMX format, which should hopefully solve his problem. That is actually NOT the issue. The topic itself is about collision masks.
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time-killer-games
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Reply #13 Posted on: August 17, 2013, 12:43:23 pm |
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"Guest"
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With this LGM update just released, my project loads perfectly. Well, almost perfectly. I tried loading the gmx version instead of the gm81 and it did load, but the resource tree had a duplicate of every folder (i.e. 2 sprite category folders) and inside every folder and folder duplicate there is a duplicate of every individual resource (except the rooms folder which is empty and failed loading), when I tried deleting the duplicate resources, it ended up deleting the original resoures as well even though I didn't tell it to do that. As we speak Robert, I am sending you my source...
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Goombert
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Reply #14 Posted on: August 18, 2013, 06:55:46 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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Hey, sorry I did not respond for two days I was on vacation, I have just arrived home and will sort through news on the site. Like I said I did not completely finish GMX, just wanted it tested, and your source code will help me finish the full implementation.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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