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76
General ENIGMA / Re: About ENIGMA's new direction - YOU KILLED IT officially !
« on: August 06, 2018, 09:04:31 pm »
tl;dr
77
General ENIGMA / Re: Brand New Here
« on: August 05, 2018, 08:33:15 pm »
@The_Watcher get off this website. Please. If you don't like the product you aren't free to create an account just so you can rant about it here. That's idiocy at its finest.
78
Tips, Tutorials, Examples / Creating an Application Bundle for your macOS Distribution
« on: July 22, 2018, 01:27:51 am »
Introduction
By default, ENIGMA does not export an application bundle for you; it just creates an executable.
Normally how apps are distributed, whether inside or outside the Mac App Store, an App Bundle is required.
It also enables you to add an application icon to your game, version and copyright information, package dependencies and resources, etc. It is just convenient to have overall anyway so in this topic I will be going over how to create this App Bundle.
Step 1: Download the App Bundle Template
Good news! I did most of the work for you already.
Download this ZIP archive: https://www.dropbox.com/s/jfwjei6nmoumo7t/Tiny%20File%20Dailogs.zip?dl=0
Once you have that file, open it it in the default program macOS has and it should extract to the same directory automatically.
Step 2: Edit the Info.plist File
In the folder you just extracted, you will see a sample app I built that demonstrates the different functions that come with the Tiny File Dialogs widget system. The contents of this app will be completely replaced with the contents of your application and its associated files.
But for starters, let's take a look at that Info.plist.

Right click on "Tiny File Dialogs.app" -> click "Show Package Contents".
This should look like the image below:

Now you'll see a "Contents" folder, open that...

Now we found the Info.plist. Yay!

Right click "Info.plist" -> open it with Xcode.

Now what you see is Xcode's PLIST file editor:

In the screenshot above, I recommend editing everything except for the last two lines at the bottom.
The two places where you see "Tiny File Dialogs" can be replaced with your game's title.
The two places where you see "1.0.0.0" can be changed to whatever version number you want for your game.
The Bundle ID "org.samuelvenable.tinyfiledialogs" can be replaced with your own.
I recommend using either "org" or "com" before the first period. Between the two periods you want either your real name, user name, company name, w/e your author name. After the second period you want the title of your game typically. Don't use spaces for this string. If you really want something that is at least close to spaces, use dashes or underscores.
Here's some example Bundle ID's:
com.companyname.gametitle
org.authorname.gametitle
com.time-killer-games.key_to_success
...and so on.
Change the copyright to your copyright. This I really shouldn't have to explain at this point.
Step 3: Replace Game Executable and Icon Files
Go back to your extracted ZIP Finder window, and you will also see in the "Contents" folder, a folder named "MacOS":

Open "MacOS" and you will see a file named "executable", as seen below:

As you can see for yourself by trying to open "executable" - this is my Tiny File Dialogs example game. Replace this file with your game executable that was built with ENIGMA. Make sure it has the same file name, otherwise you will need to go back and change the "Executable file" slot in the Info.plist file, so that they match.
If your game is not statically linked with its dependencies, you will need to include any DYLIB files that you rely on in the same "MacOS" folder as your executable.
Same goes for any "Included Files" or externally loaded sprites, sounds, scripts, text files, INI, and other external resources you might have - make sure they are all put in this directory so they may be read by your game.
Now for the icon.
Go back up a directory and you'll be in "Contents" again. You'll see a folder named "Resources" like the one in the screenshot below:

Open the "Resources" folder.
Now you'll see the game's icon - replace this with your own icon file, simply create a PNG in your favorite drawing program with a standard resolution of 256 x 256 pixels, and convert it to an ICNS file using some downloadable or online converter - I recommend downloading the software available at www.iconverticons.com or using their online converter.
Just like the executable file, make sure your icon has the same file name as the original, "icon.icns", otherwise you will need to edit the "Icon file" textfield in the Info.plist file, so that it matches the new name you gave it.

Conclusion
And that's pretty much it. You are now ready to distribute your app. Just don't forget to rename "Tiny File Dialogs.app" to your desired file name.
Note: In the first 2 screenshots at the top, "Tiny File Dialogs.app" does not have the correct icon, this is because sometimes due to a bug with macOS, icons will not update like they are supposed to automatically.
I hope this is of any use to my fellow Mac users.
Samuel
By default, ENIGMA does not export an application bundle for you; it just creates an executable.
Normally how apps are distributed, whether inside or outside the Mac App Store, an App Bundle is required.
It also enables you to add an application icon to your game, version and copyright information, package dependencies and resources, etc. It is just convenient to have overall anyway so in this topic I will be going over how to create this App Bundle.
Step 1: Download the App Bundle Template
Good news! I did most of the work for you already.
Download this ZIP archive: https://www.dropbox.com/s/jfwjei6nmoumo7t/Tiny%20File%20Dailogs.zip?dl=0
Once you have that file, open it it in the default program macOS has and it should extract to the same directory automatically.
Step 2: Edit the Info.plist File
In the folder you just extracted, you will see a sample app I built that demonstrates the different functions that come with the Tiny File Dialogs widget system. The contents of this app will be completely replaced with the contents of your application and its associated files.
But for starters, let's take a look at that Info.plist.

Right click on "Tiny File Dialogs.app" -> click "Show Package Contents".
This should look like the image below:

Now you'll see a "Contents" folder, open that...

Now we found the Info.plist. Yay!

Right click "Info.plist" -> open it with Xcode.

Now what you see is Xcode's PLIST file editor:

In the screenshot above, I recommend editing everything except for the last two lines at the bottom.
The two places where you see "Tiny File Dialogs" can be replaced with your game's title.
The two places where you see "1.0.0.0" can be changed to whatever version number you want for your game.
The Bundle ID "org.samuelvenable.tinyfiledialogs" can be replaced with your own.
I recommend using either "org" or "com" before the first period. Between the two periods you want either your real name, user name, company name, w/e your author name. After the second period you want the title of your game typically. Don't use spaces for this string. If you really want something that is at least close to spaces, use dashes or underscores.
Here's some example Bundle ID's:
com.companyname.gametitle
org.authorname.gametitle
com.time-killer-games.key_to_success
...and so on.
Change the copyright to your copyright. This I really shouldn't have to explain at this point.
Step 3: Replace Game Executable and Icon Files
Go back to your extracted ZIP Finder window, and you will also see in the "Contents" folder, a folder named "MacOS":

Open "MacOS" and you will see a file named "executable", as seen below:

As you can see for yourself by trying to open "executable" - this is my Tiny File Dialogs example game. Replace this file with your game executable that was built with ENIGMA. Make sure it has the same file name, otherwise you will need to go back and change the "Executable file" slot in the Info.plist file, so that they match.
If your game is not statically linked with its dependencies, you will need to include any DYLIB files that you rely on in the same "MacOS" folder as your executable.
Same goes for any "Included Files" or externally loaded sprites, sounds, scripts, text files, INI, and other external resources you might have - make sure they are all put in this directory so they may be read by your game.
Now for the icon.
Go back up a directory and you'll be in "Contents" again. You'll see a folder named "Resources" like the one in the screenshot below:

Open the "Resources" folder.
Now you'll see the game's icon - replace this with your own icon file, simply create a PNG in your favorite drawing program with a standard resolution of 256 x 256 pixels, and convert it to an ICNS file using some downloadable or online converter - I recommend downloading the software available at www.iconverticons.com or using their online converter.
Just like the executable file, make sure your icon has the same file name as the original, "icon.icns", otherwise you will need to edit the "Icon file" textfield in the Info.plist file, so that it matches the new name you gave it.

Conclusion
And that's pretty much it. You are now ready to distribute your app. Just don't forget to rename "Tiny File Dialogs.app" to your desired file name.
Note: In the first 2 screenshots at the top, "Tiny File Dialogs.app" does not have the correct icon, this is because sometimes due to a bug with macOS, icons will not update like they are supposed to automatically.
I hope this is of any use to my fellow Mac users.
Samuel
79
Third Party / Re: Tiny File Dialogs for ENIGMA (Windows, Mac, and Linux)
« on: June 10, 2018, 11:27:02 pm »
Great news for those who weren't already aware through GitHub or Discord! 
This has now been added as an official widgets system for ENIGMA, and therefore, the extension is no longer needed to be downloaded or installed. You can now use all the same functions on Linux and Mac by simply updating ENIGMA and removing the *_tfd suffix from all of your function names that have that suffix. Bug fixes have also been applied, such as support for double quotes in your strings.
But do note Zenity still needs to be installed on both your Linux machine, as well as those who download your game for Linux, as normal.

This has now been added as an official widgets system for ENIGMA, and therefore, the extension is no longer needed to be downloaded or installed. You can now use all the same functions on Linux and Mac by simply updating ENIGMA and removing the *_tfd suffix from all of your function names that have that suffix. Bug fixes have also been applied, such as support for double quotes in your strings.
But do note Zenity still needs to be installed on both your Linux machine, as well as those who download your game for Linux, as normal.
80
Issues Help Desk / Re: I need some help.. with exporting
« on: June 09, 2018, 05:27:13 pm »
Or if you are experiencing this problem on Windows, it sounds like you could have downloaded the LGM IDE without actually downloading ENIGMA itself, and if that is the case, I recommend downloading and installing the Portable executable from the download page linked to at the top of this site.
81
Graphics and Video / Re: ENIGMA Games Showcase 2018
« on: June 09, 2018, 03:59:56 pm »
Very cool! My favorite ones in the video are probably the Breakout game and Bejeweled clone, the artwork and animation is very nice and smooth. Keep it up hugar!!

82
Issues Help Desk / Re: Keeping assets outside of executable
« on: June 07, 2018, 04:25:27 am »Quote
BTW: What happened to the WINE project?
Crossover happened. A software which was created from WINE's source code, but being sold commercially and actually converts your Windows application into a Linux one.
83
Issues Help Desk / Re: Keeping assets outside of executable
« on: June 05, 2018, 03:40:47 am »
Or, you could use the dummy images within the project and replace those at runtime with your external assets. Just an idea.
84
Issues Help Desk / Re: Keeping assets outside of executable
« on: June 05, 2018, 12:05:51 am »
You can load sprite and background images externally, as well as audio sound resources. Make sure you free them from memory when no longer used, like described in the GameMaker Studio docs for each function.
sprite_add: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sprites/sprite_add.html
sprite_replace: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sprites/sprite_replace.html
background_add: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/backgrounds/background_add.html
background_replace: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/backgrounds/background_replace.html
sound_add: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/legacy%20sound/sound_add.html
sound_replace: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/legacy%20sound/sound_replace.html
audio_create_stream: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/audio_create_stream.html
sprite_add: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sprites/sprite_add.html
sprite_replace: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sprites/sprite_replace.html
background_add: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/backgrounds/background_add.html
background_replace: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/backgrounds/background_replace.html
sound_add: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/legacy%20sound/sound_add.html
sound_replace: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/legacy%20sound/sound_replace.html
audio_create_stream: https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/audio_create_stream.html
85
Third Party / Re: Tiny File Dialogs for ENIGMA (Windows, Mac, and Linux)
« on: May 31, 2018, 03:10:11 pm »
Thanks to cheeseboy, this extension now fully supports multiple file filters in the Open and Save As dialog functions!!! 
With this very special update, please make sure zenity is installed for both yourself and for the end users who play your game:

With this very special update, please make sure zenity is installed for both yourself and for the end users who play your game:
Code: [Select]
sudo apt-get install zenity
86
Third Party / Re: Tiny File Dialogs for ENIGMA (Windows, Mac, and Linux)
« on: May 24, 2018, 08:01:33 pm »
Added two new functions!
The second parameter, which is the default hidden string or integer to have in the textbox, is useful for a password or passcode "remember me" feature, similar to those found on website logins.
Code: [Select]
// behaves the same as get_string_tfd(str, def); except input is hidden in the textfield (useful for password input).
get_password_tfd(str, def);
// behaves the same as get_integer_tfd(str, def); except input is hidden in the textfield (useful for passcode input).
get_passcode_tfd(str, def);
The second parameter, which is the default hidden string or integer to have in the textbox, is useful for a password or passcode "remember me" feature, similar to those found on website logins.
87
Works in Progress / Re: Pacman for Linux demo
« on: May 22, 2018, 06:45:08 pm »
Do you ever plan to make 3D games? This one in particular would be easier to make 3D, and with that and a map editor, I would buy this. Downloading now...
88
Finished Games / Re: Key to Success
« on: May 22, 2018, 06:23:00 am »Quote from: time-killer-gamesnoticeable flash of a "black screen"I'm sorry I did not notice that before, so in general I'd say both are fast. I don't know what is causing the black screen (I can reproduce this/do notice it now that you pointed it out) but that should definitely be looked into
How did you not notice something that has been a problem ever since ENIGMA came into existence?
89
Third Party / Re: Tiny File Dialogs for ENIGMA (Windows, Mac, and Linux)
« on: May 19, 2018, 07:37:02 pm »
BUGFIX: Inputbox no longer hides input like a password field when the second argument of get_string_tfd() is an empty string on Linux.
90
Finished Games / Re: Key to Success
« on: May 17, 2018, 07:36:07 am »
YoYoGames actually gave me permission to link to the same download links for this game on their forums, which means people can see both the downloads that were made with GameMaker and ENIGMA, which I found a bit surprising. They said as long as I'm not actively advertising ENIGMA or linking to the ENIGMA website, then sharing those downloads on the same page is fine. That makes it easier on me, because now I can host everything at the same place, itch.io...
Notice I avoided mentioning ENIGMA anywhere in the actual topic, though:
https://forum.yoyogames.com/index.php?threads/key-to-success.18833/
Notice I avoided mentioning ENIGMA anywhere in the actual topic, though:
https://forum.yoyogames.com/index.php?threads/key-to-success.18833/