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Messages - time-killer-games

General ENIGMA / Can't post game.
« on: February 11, 2014, 09:58:11 pm »
When I try to upload an example it gives me this shit:
Notice: Undefined index: action in /var/www/html/ on line 29


Issues Help Desk / lgl / lib not working
« on: February 11, 2014, 06:42:39 pm »
I wrote a Lib that works just fine in GM 8.1.
As for Studio it doesn't work unless I use quotes
around the "display text" argument (argument0)
so without much trouble it works in Studio too.

But not in ENIGMA. The lib is supposed draw a
rect at the bottom of the screen with text of a
different color overlapping it. The rect can
optionally have alpha transparency. But the
last argument is labeled "Visible Only If:"
so for that argument if you want the message
to be visible at all you need to make sure this
argument's value is equal to 1 or true for
however long you want it to remain visible.

It's a very simple lib and in ENIGMA it always
has an invisible rect, black text, and the string
"0" which even when I change the arguments
still all I get is a black "0". Not what it's
supposed to do at all.

My LGL / LIB can be found here so you can
see it for yourself: Download ZIP

PS Mark the Penguin is running flawlessly in
ENIGMA ATM other than the issues with this
lib so I need this fixed it's the only thing
preventing my game from working in ENIGMA.


« on: February 10, 2014, 11:03:44 pm »
I don't get it.

Works in Progress / Re: Dungeon Blabber
« on: February 10, 2014, 01:52:07 pm »
I'm taking a break from this project for a little
while so I can recreate a small blast from the past.

Mark the Penguin is back and better than ever.

« on: February 10, 2014, 12:27:31 pm »
Share your jokes. Make them extra stale.

What do you get when you dip an OS X laptop in a bowl of melted mozzarella? Drum roll please...



Works in Progress / Re: Dungeon Blabber
« on: February 09, 2014, 12:30:23 pm »
Lol thanks. =) so what's going on w/ direct show?

Works in Progress / Re: Dungeon Blabber
« on: February 09, 2014, 12:19:27 pm »
Also I've come to realize this scene looks like total crap:

The screenshot doesn't look that bad but if you see it from a different angle/perspective the bridge/stairs platform looks very rushed, sloppy, ugly, and unrealistic. This is going to change. It needs propperly aligned nails/bolts and/or rope holding it together, instead of those weird spheres holding it together. Some of the stone steps I discovered are floating, have no wood supports. So that's ugly. And the models appear to intersect rather than to be properly connected in a way that makes sense.  I'm also thinking about whether to change the texture of the cave, it looks nice in a colorful artistic sense but it's very unrealistic. It's supposed to be a "magical" cave that holds ancient secrets but IDK the vibrant colors for something dark and colorless like a cave even in a fantasy sense just isn't doing it for me. Plus the texture is a modified version of something shipped with Bryce so yeah I have a lot to change. More detail to add. Imperfections to fix. The water looks really good but not for cave water. If that water was ocean water in the Caribbean or Hawaii that'd be a different story. It's just not appropriate for the setting.

Works in Progress / Re: Dungeon Blabber
« on: February 09, 2014, 12:09:15 pm »
If you use DirectShow I can write you an example that will thread video playback.
If you'd do that it'd be amazing. I tried playing videos a while back but they only played when in full screen AND looping. Which is nearly useless. Was that a bug or was I not doing something right?

Works in Progress / Re: Dungeon Blabber
« on: February 08, 2014, 02:36:31 pm »
I have made multiple large projects with many HD multi frame sprites but I quit those projects due to motivation. I don't know what you are reading on the GMC but I have never had any problem with this. And I doubt I ever will. I've had no problems on PC, Mac, and Android, which is all I'm targeting btw.

I could care less about RAM. This is going to be a big game, just like people play Skyrim and not care about RAM neither should anyone care when playing my game (my game won't be near as complex obviously but I hope you catch my drift) as I intend to publish hard copies via Multimedia Fusion,  file size / RAM won't even remotely be an issue. =P

As for mobile versions they will be shipped on the same hard copy too with an installer doc of how to get it on your android device.

Works in Progress / Re: Dungeon Blabber
« on: February 08, 2014, 12:01:09 pm »
Wow, I haven't touched Bryce in ages.  If you don't mind me asking, do you use some pre made resources or all designed from scratch ? Those look custom.
Right now I am using only 3 premade materials but I modified them like crazy so you won't easily be able to tell they were a part of the Bryce distribution. They might be replaced because I want everything to be made by me, but I'm not sure if I want to do that yet. However if I do use pre-made materials by the time I release the official playable demo, I intend to use pre-made things as little as possible and when I do use them they will be greatly modified. The 3D models are all 100% by me from scratch and I do not at all intend to use a single pre-made model in this project.

Why would you do that ? That will be a memory resource killer.  Do you mean videos as cut scenes ? Why not have them streamed by the built in video commands ? Personally I use TMPGEnc Video Mastering Works for all my video conversion needs, multi-core and latest CUDA ready, it's blazing fast and high quality.
Because though I am making this project in ENIGMA for the desktop platforms AND I'd like to keep things GMS compatible because I'm going to use the same project file for exporting to mobile with GMS which doesn't support video playback. I would much rather use a video than a large PNG sprite but I have no choice due to Studio's lack in video support. It really sucks because the file size is going to be so much bigger because of this it's not even funny.

I've purchased a few add-on packs a while back for Bryce, never really gotten to using Bryce as my computer was too slow back then.
I never used add-ons for Bryce before, and could care less about investing in them, they're not worth it (except for maybe the spherical panorama one that I've had my eye on). I use Bryce 7.

Works in Progress / Re: Dungeon Blabber
« on: February 07, 2014, 07:49:21 pm »
Thank you for noticing. The next thing on my to-do list is to add a more visible texture to the coffins.

...and more polygonal than smooth
And for this it would be a royal pain in the butt to fix, as all models this applies to I would have to re-model from the ground up all over again, at least if I add a more detailed texture and material should help mask that imperfection. I don't plan on fixing this as I'm not going for realism - I'm going for a Myst-style game and if you ever look at the original Myst game it is far from realism (it too has polygonal meshes).

Okay because I'm a lazy butthole I wanted to add another cave scene and re-used a cave model from a project I canceled a while back. But I did change a few things about it.

Quote from: TKG
When I render I can't do anything else on my PC but wait for the renders to finnish because Bryce hogs up all my resources and anything running other than Bryce could slow the render down and/or cause an aborting error message which are really annoying because I have to start over.
What is Bryce? :\
It is 3D modeling/rendering software, much like Blender, while infinitely easier and quicker to work with while not nearly as powerful.

General ENIGMA / Re: The new GL3
« on: February 06, 2014, 10:16:43 pm »
If you guys are now calling d3d_start/end() deprecated even though in GM it isn't I don't like where this is going at all. Whatever happened to this being a GM compatible, GM clone? We might as well rename ENIGMA because the the path it's going is to no longer have the "GM" in "ENIGMA".

Works in Progress / Re: Dungeon Blabber
« on: February 06, 2014, 05:06:08 pm »
@daz: It's not technically a render, it's a preview render which at it's current settings is less quality than a standard render (not to mention high quality). My PC is relatively new, actually. I'm using the lowest quality ani-aliasing. So I really have no idea what to think.

Works in Progress / Re: Dungeon Blabber
« on: February 06, 2014, 08:26:57 am »
Thanks. =) unfortunately I won't be able to produce a demo for a while, 4 weeks minimum. Because every time I render 1 single 2048x2048 panorama or 1024x768 frame it takes hours/days+ to render depending how complex my scene is and how many light sources are being used. The demo will have about 50 renders at least, and perhaps some videos (In Bryce videos are exported as AVI and I'll have to convert it all to multi frame sprites). The music is and will be completely home made by me - an original sound track. Right now I have 1 soundtrack but I plan to have dozens and dozens in the full version about half a dozen in the demo. Right now I have 8 2048x2048 panoramas and 1 1024x768 render so 9 renders total. With this small amount of renders, you can't do much other than walk around and click on things that trigger text messages and/or sound effects. I have many puzzles in mind but I've got a long way to go before they can actually be played and solved.

When I render I can't do anything else on my PC but wait for the renders to finnish because Bryce hogs up all my resources and anything running other than Bryce could slow the render down and/or cause an aborting error message which are really annoying because I have to start over.

The screenshot you have looks neat, Robert, are those gravestones/fences 2D sprites or 3D models? I can't tell because they look like sprites a glance but they seem to have correct 3D perspective so IDK.

Works in Progress / Re: Dungeon Blabber
« on: February 05, 2014, 10:12:27 pm »
The trees are done. It took long enough, that's for sure.
To see it in action, check out these links. Click and drag
the cursor to rotate the screen. Requires HTML5.

Interactive Spoiler 1
Interactive Spoiler 2
Interactive Spoiler 3

If your browser is outdated or doesn't  support HTML5
here's a Flash version for each spoiler, it may run slow.

Interactive Spoiler 1
Interactive Spoiler 2
Interactive Spoiler 3

Also note: an explaination will be provided in-game
about the trees. They don't grow leaves because
they don't rely on sunlight. Instead, their bark
magically lights up the cave with a dim neon green.

Added another spoiler. =) Now I'm moving on to my
next scene. I'm really excited to model this bad boy.