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Topics - time-killer-games

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1
General ENIGMA / Josh appreciation topic
« on: March 18, 2021, 11:06:47 am »
Thank you Josh for creating enigma and putting up with me and the rest of this acid trip of a community every day. We are all very thankful for your patience with our bullshit.

Love,
Your Significant Other

2
ENIGMA port of this GameMaker asset: https://marketplace.yoyogames.com/assets/9730/virtual-visit-maker





Requires installing ENIGMA with a custom script so you may use third-party extensions not included in ENIGMA base. You can get the curstom script for your platform here: https://github.com/time-killer-games/enigma-dev be sure to read the ReadMe first at that link. On top of whatever dependencies your game uses, Ubnntu/Linux users will also need:

Code: [Select]
sudo apt-get install libsdl2-dev libglu1-mesa-dev freeglut3-dev mesa-common-dev libpthread-stubs0-dev libx11-dev libprocps-dev
Ubuntu/Linux users will need to run the build64.sh script in the cmdline folder of the downloadable *.tar.gz on this page. If you run Ubuntu 20.04 LTS binary compatiblity specifically, no build needed. Windows/Mac users don't need extra deps nor should you need to build from source code on those platforms, instead, download and extract the exe in the release zip from and here: https://github.com/time-killer-games/panoview/releases/tag/v1.0.0.0 and put that file directly into the cmdline folder found in the *.tar.gz file.

Designed for games to run in headless mode, Windows users need to set the window invisible and Liuux/Mac can simply set the platform to None. Download *.tar.gz: https://drive.google.com/file/d/1FsPONo1jrNHvzdlZHyq46Gf0107_yXb-/view?usp=sharing

3
Issues Help Desk / Who is the smartest person in all of enigma-dev?
« on: January 04, 2021, 07:13:46 pm »
i cast 3 votes, 1 to each of them

4
Off-Topic / Converting a Linux user to FreeBSD be like.
« on: December 25, 2020, 08:07:04 pm »


I know what you are thinking: "Why not just use Arch?" My answer: The less GPL, the better. After all, FreeBSD is what all modern Sony and Nintendo consoles and handhelds (even the Switch) are based on for the permissive *BSD license. These companies produce stable and respected products with huge followings. What can be said about Linux? Android and Chromebook. From literally exploding Samsungs to constantly breaking external storage, to having everything stored in the cloud and monitored by Google, what's not to hate? It's obvious why these products suck. "Just anyone" can contribute and break anything they want to without testing the code manually.

If it passes the imperfect and ever-growing CI, they'll probably accept it. Bad idea when money and making a living is a non-motivator to hobbyist GPL devs. This prevents quality products on being delivered, which results in severe bugs, and a rather poopy OS as a whole. FreeBSD needs to be stable, otherwise companies with the tiniest bit of self respect won't look to them. Even apple shares some of FreeBSD ancestry in common for the same licensing debate. Money talks, even if you aren't the one making it but others who are relying on you are, you'll be much likelier to be motivated to deliver what they need and keep up the reputation as being reliable.

Additionally, the process filesystem is optional on FreeBSD. Linux has it mandatory, which results in slower applications that need to read and write to files for any kind of process related interaction, even something as simple as getting the current executable directory and filename, it requires creating, reading, and writing directories, text files, and symlinks for practically everything. The more processes you run, all the more will your computer be unnecessarily slow because of it. More processes = less performance regardless, but now we're just adding to that slowness for no good reason.

Another myth: commercial developers don't give back to the open source permissively licensed OS. Some of that is covered in this video.
https://www.youtube.com/watch?v=cofKxtIO3Is

Greetings from Brazil,
Samuel

5
Tips, Tutorials, Examples / Running NGINX Server in GameMaker and ENIGMA
« on: December 20, 2020, 03:55:52 pm »
Running NGINX Server in GameMaker and ENIGMA

ENIGMA | GM Version: GameMaker Sudio 2.x or later (ENIGMA and GMS 1.4.x too but w/ different string handling)
Target Platform: Windows, (macOS and Linux/Ubuntu need slightly modified instructions)
LinksCLICK HERE FOR PROCESS INFO'S EXTENSION DOCUMENTATION
Downloads (Required): NGINX, FILE MANAGER, PROCESS INFO

Introduction:

ENIGMA users can ignore the download links for File Manager and Process Info above. Server and client interaction is very common in games and my Process Info extension allows you to do much more with that. For the time being, these extensions are not available in ENIGMA's main repository. File Manager is virtually the same as the upcoming official support for std::filesystem in ENIGMA, however I have several bells and whistles added in my repository such as the ability to pass environment variables directly to string arguments when in the form of, for example, ${VARIABLE}.

TL;DR ENIGMA users have to install ENIGMA from the instructions on my own repository instead to get the required extensions:

https://github.com/time-killer-games/enigma-dev

Then you may proceed with this tutorial.

Summary:

Someone added me on Discord asking me how to do this with my Execute Shell extension, so I used that as an excuse to educate everyone here on a practical use case for my much more powerful extension called Process Info, hoping more people switch to using that extension instead of my Execute Shell and Evaluate Shell extensions, which are much less powerful and deprecated in favor of Process Info. They are also no longer actively developed and won't receive any feature updates. Use Process Info instead, it has a learning curve that is steeper, but you will learn to appreciate it with time as you learn what it can do.

Here I am explaining how to use Process Info more specifically on the topic of how to properly run your own NGINX server.

Tutorial:

Download NGINX and extract the ZIP archive. Drag and drop all the files in the extracted contents, (if extracted to a new folder, the contents of that folder), into your GameMaker Studio 2.x window to add them as included files for your project to make use of them. Not just the nginx executable, but also the folders it depends on which are also included in the ZIP you extracted. Create a controller object obj_conttroller, create a blank room with a black background, and then drag your controller object from the resource tree into your room. Now your body is ready.



In the Create Event of your controller object...

General Initialization and copying all your files to where they need to be is the first thing we need to take care of before we can do anything else.

1) First, choose a process index, similar to a resource id like for a sprite or other stuff, but this will represent a unique instance of a running application so we can later get various information from it such as output that would show in the terminal or command prompt if something goes wrong you can further debug it with ease. I chose the variable name to be nginx because that is the name of the executable we are running here, and a value of 0 stored in the variable to uniquely identify the process index:
Code: (gml) [Select]
globalvar nginx; nginx = 0;
2) Next, we create the sandbox directory, using the game_save_id constant, which is a writable directory, the working directory won't always be writable, thus we are using the sandbox directory for that reason alone:
Code: (gml) [Select]
directory_create(game_save_id);
3) Then, copy the included files we have in our project (nginx and its associated files and folders) using my File Manager extension's directory_copy function:
Code: (gml) [Select]
directory_copy(working_directory, game_save_id + "files");
4) We need to set a new working directory to where we copied the included files to, using File Manager's set_working_directory(dname) function, like so:
Code: (gml) [Select]
set_working_directory(game_save_id + "files");and that will set the new working directory to the "files" subdirectory we copied into the sandbox folder game_save_id from the working_directory in step 3. It will also copy everything else the game depends on, not just the included files you previously drag and dropped onto the GameMaker Studio 2 IDE window.

Now we can write a batch file that will run nginx and we will write it directly to our sandbox, (not to be confused with what we set the working _directory to, which is the "files" subfolder within the sandbox folder game_save_id):
Code: (gml) [Select]
f = file_text_open_write(game_save_id + "nginx.bat");
file_text_write_string(f, @'cd "' + working_directory + @'" & "' + working_directory + @'nginx.exe"');
file_text_close(f);

Notice above I also set the working directory of the batch file using the cd command, which is necessary to get this stuff working. Now for the good part; we are going to execute asynchronously an instance of a nginx web server process, but first, please notice I created a temp folder:
Code: (gml) [Select]
directory_create(working_directory + "temp");
process_execute_async(nginx, @'cmd /c @ECHO OFF & "' + game_save_id + @'nginx.bat"');

That temp folder is needed by nginx, otherwise it will complain in the process standard output that the folder doesn't exist. Notice there are two arguments to our process creation function, the second argument is the command itself, not the first. In the second argument we are running the batch file we created earlier found in our sandbox directory game_save_id.

The first argument of process_execute_asnyc(ind, command), on-the-other-hand, should be the global variable we set in the very first step of this tutorial, nginx as the variable's name and zero as its value to represent an index for the specific running application instance, which will be used to get process output for debugging purposes like mentioned earlier. That leads to our next step major step in this tutorial.

Done with Create Event. Now Draw Event / Draw GUI.

Now we are going to draw the process output to our game window in case something went wrong. If you followed this tutorial perfectly as described, no text should be drawn. In the code below you'll see I am setting a custom font named fnt_example, you will either need to create a font yourself that has this name or omit that line completely. The key thing is the text needs to not be cropped when drawn, so make the text small enough it is readable but will still fit in your game window or view-port for easy viewing. If you want to program a camera system to view the output text more power to you but that I won't be covering and it is a lot of unnecessary extra effort. The second line is where we actually draw the process output, should you have messed up following any steps thus far, text will draw and you will need to go back and review this tutorial to debug what the issue is based on what info is drawn.
Code: (gml) [Select]
draw_set_font(fnt_example);
draw_text(0, 0, process_output(nginx));

process_output(ind) will return the process output for the specified process index, that is, the running application process that was started using the exact same process index ind argument. To clear process output when you no longer need it and wish to free memory, call process_clear_out(ind) on the same exact process index value, in this case the value we have stored in the nginx global variable.

Done with Draw Event / Draw GUI. Now for Game End Event.

Now, create a Game End event in your controller object, and give it the following code to execute when triggered:
Code: (gml) [Select]
process_execute(999, @'"' + working_directory + @'nginx.exe" -s stop');
This will cause the nginx server to shut down automatically when you close the game, to prevent it running in the background after you are done with it. Notice I used process_execute(ind, command) which will run synchronously, unlike process_execute_async(ind, command) which is what we used earlier. For the process index ind argument I used 999 as the reserved value to represent this process to make room for other process indexes to be used throughout your program should you ever have the need to run 999 other processes (counting zero) simultaneously, this allows for that many if you count up without skipping a reserved value for each process you create. Though 999 is not required, you may use any ridiculously high number if you wish that is less than ULONG_MAX(=4294967295). The key thing is that every process you have running from your game or application must have a unique index when run and held in memory simultaneously. A process index also can not be negative nor can it have a decimal value.

To free a process index from memory, call process_clear_pid(ind) to get rid of the pid's (process identifer, not the same thing as an index) held in memory, as well as call process_clear_out(ind) to get rid of the process index's standard output strings held in memory.

In other words, for example:
Code: (gml) [Select]
process_clear_pid(nginx);
process_clear_out(nginx);
process_clear_pid(999);
process_clear_out(999);

The above can be put in your Game End event after the process_execute(ind, command) call for general code cleanup.

If you followed everything correctly, you should have the following code in your controller object:

Create Event:
Code: (gml) [Select]
globalvar nginx; nginx = 0;
directory_create(game_save_id);
directory_copy(working_directory, game_save_id + "files");
set_working_directory(game_save_id + "files");
f = file_text_open_write(game_save_id + "nginx.bat");
file_text_write_string(f, @'cd "' + working_directory + @'" & "' + working_directory + @'nginx.exe"');
file_text_close(f);
directory_create(working_directory + "temp");
process_execute_async(nginx, @'cmd /c @ECHO OFF & "' + game_save_id + @'nginx.bat"');
Draw Event (or Draw GUI, either one):
Code: (gml) [Select]
draw_set_font(fnt_example); // optional line
draw_text(0, 0, process_output(nginx));
Game End Event:
Code: (gml) [Select]
process_execute(999, @'"' + working_directory + @'nginx.exe" -s stop');
process_clear_pid(nginx);
process_clear_out(nginx);
process_clear_pid(999);
process_clear_out(999);

Like normal when running the NGINX server executable, it will ask you for permission to access your local network, and which you will need to accept. You can view the server by typing in "localhost" in your favorite internet browser.

Happy Coding!
Samuel

6
Announcements / ENIGMOS - The Operating System for Attractive Women!
« on: November 10, 2020, 06:52:47 am »
Hello everyone!



I created a FreeBSD VirtualBox image that you may use to create games with everything you need to do that installed by default - showcasing the Xfce Desktop Environment customized to be themed around the game development software packaged with it - ENIGMA - as well as some basic apps for development. GIMP and GrafX2 for drawing and animating sprites, tilesets, backgrounds, and textures. Audacity for editing music you have composed or to touch up on your sound effects. mpv Media Player (the client library and command line app) for playing videos as cutscenes for your games or to preview them directly from a double click in Thunar File Manager. Engrampa for a graphical means to manage archives. OctoPkg for graphical package management. The FreeBSD GUI Wifi Manager, Firefox, Thunderbird, and all the default apps of the Xfce Desktop Environment - all essentials to having a complete desktop experience ready for game development - without the bloat. Also includes WINE and the Linux compatibility layer for running software built for Windows and Linux for convenience.

After you have booted, please note ENIGMA is installed under "/usr/local/bin/engima-dev/" and there is at the time of writing one example game pre-packaged with the distro. Under "/usr/local/bin/enigma-dev/games/" you will find my Key to Succes platformer game directory; in the form of an runnable executable therein (the file is literally named "executable") and the editable source code is archived in the same directory (that file is named "editable.tar.xz"). The editable can be extracted anywhere in "/usr/local/bin/enigma-dev/games/Key to Success/" without root access. I ran "sudo chmod 777" on that folder so you can extract the archive there with Engrampa Archive Manager for convenience. The "/usr/local/bin/enigma-dev/games/" parent folder is also not write protected so you may add your own game creations in there as well, and organize them by folder.

Install Instructions:

https://youtu.be/nA4lVirJdmQ

OS review by RoboNuggie (Thanks RoboNuggie!!!):

https://youtu.be/z3mO5wj1yqM

Example Games:

https://youtu.be/iPxeApdyH3c

As mentioned in the video, Windows users can extract the *.xz file by downloading and using 7zip, Linux, *BSD, and Mac users and use the unxz command and Linux users will need the xz-utils package installed for that. Mac users also need to install xz-utils by some means.

For example Ubuntu users:

Code: [Select]
sudo apt-get install xz-utils
Mac users can install it via:

Code: [Select]
brew install xz
...although the macOS terminal command also requires that you have HomeBrew installed in advance with the instructions found at https://brew.sh/

The gorgeous desktop backgrounds used by the OS were created by ENIGMA community member HitCoder.

The download link has the following xz compressed file:

- FreeBSD-12.2-RELEASE-amd64-GameDevOS.vdi.xz

This is the virtual box image. Requires Oracle VM VirtualBox.

https://www.virtualbox.org/ - only available for Win/Mac/Lin

Extract the VirualBox image with (or use 7zip instead Windows users)

Code: [Select]
unxz /path/to/FreeBSD-12.2-RELEASE-amd64-GameDevOS.vdi.xz
You are now ready to follow the Installation Instructions found in the video above.

Download:

https://drive.google.com/drive/folders/1jRwidGgZqesGOFh8RnLW7jypc-ZBfpML?usp=sharing

I hope this attracts more people over to the ENIGMA and FreeBSD communities lel
Samuel

7
Announcements / Video Player Extension for ENIGMA Early Access
« on: August 12, 2020, 08:21:44 pm »
The pull request will be more up-to-date than the information and download available in this thread.

To get the latest scoop on what progress has been made, please check out the actual pull request:
https://github.com/enigma-dev/enigma-dev/pull/2107





Finally, official video playback functionality is being added to ENIGMA.

  -  Win32 games need MSYS2 installed along with the mpv/libmpv package to get all the deps.
  -  Mac users need to install mpv/libmpv via homebrew or similar package managers available.
  -  Linux and FreeBSD users may simply use their package manager as usual to install libmpv.
  -  Android support is also possible due libmpv has an Android build - so we have all platforms.

For early access to this extension, use the installer scripts provided at this repository:
https://github.com/time-killer-games/enigma-dev

Regards,
Samuel

8
Announcements / Cross-Platform External DLL Functions Now Supported
« on: May 03, 2020, 03:22:16 pm »
Hey guys!

Robert fixed our Windows functions for calling DLL's so that they can use strings correctly. I decided to add to this vast improvement by making these functions work on Mac OS X, Linux, and FreeBSD. Mac is still broken so it's not tested on there, but there's no reason why it wouldn't work, once the Cocoa and Mac SDL platforms get patched.

Functions introduced by this extension:
- external_define(dll, name, calltype, restype, argnumb, argtype[0], argtype[1], ...argtype[10])
- external_call(id, args[0...15])
- external_free(id)

Example project demonstrating the use of external functions:
https://enigma-dev.org/edc/games.php?game=111

Example DLL source code:
https://github.com/time-killer-games/DialogModule

This means nearly all GameMaker extensions for Desktop Platforms should now work in ENIGMA out-of-the-box, whether for GameMaker Studio or older versions of GameMaker. Although you will need to set a compatibility mode for the version of GM your extension is built for in order to get window_handle() working. The only thing to be done is to convert your extension to use scripts with the external functions because we don't support GameMaker's special extension package formats yet. Due to POSIX and/or X11 compliance, a lot of Linux and Mac OS X extensions can be rebuilt and "just work" on FreeBSD in a lot of cases if you have the source code handy.

To get access to these new features, simply update enigma to the latest version and enable the "External Functions" extension like so:



You will also need to install libffi. Windows users should already have this installed because we've included it on our Windows Installation page for a long time now. As for everyone else, the dependency can be installed for your platform using the terminal commands below...

Ubuntu/Debian-Linux based:
Code: [Select]
sudo apt-get install libffi-dev
Arch/Manjaro-Linux based:
Code: [Select]
sudo pacman -Sy libffi
FreeBSD-based:
Code: [Select]
sudo pkg ins libffi
Have a wonderful day.
Samuel

9
Announcements / Announcing FreeBSD Support
« on: March 12, 2020, 09:15:29 pm »
Hey guys...

Here's a game by community member hpg678 running natively on BSD that was compiled with ENIGMA:





Waiting for Josh to finish some stuff with JDI, in the meantime, you can make games for FreeBSD using my branch; make sure you build with the clang compiler instead of gcc otherwise projects that use sound or audio functions will have a segmentation fault and won't run.

Install instructions:

https://enigma-dev.org/docs/Wiki/Install:FreeBSD

Here's the pull request that adds support to FreeBSD for those waiting anxiously for it to be merged into master and want updates on it:

https://github.com/enigma-dev/enigma-dev/pull/1916

Regards,
Samuel

10
Platform: Windows
API: Win32 (VC++)




Platform: macOS
API: Cocoa (Obj-C)




Platform: Ubuntu
API: Zenity (GTK+)




Platform: KDE neon
API: KDialog (Qt5)




What's Changed?

First of all, for those of you targeting Linux who aren't aware, click here for the  terminal commands needed to install the appropriate packages and dependencies used in the Linux widget systems - Zenity and KDialog. Installation instructions will be different depending on your Linux distro. Other info is there that Linux and non-Linux users alike may benefit from.

We recently updated Windows Widgets to include the same GML and EDL function set as the other actively supported systems - Cocoa Widgets for macOS, Zenity for Linux distro's using GTK+ for windowing, and KDialog for Linux distro's using KDE for windowing. Windows Widgets also now has full UTF-8 support with these same functions, just as the other systems and platforms already supported. This means we now have a fully cross-platform API that will work seamlessly on all platforms and windowing systems we support.

If you want to use these same exact functions in GameMaker Studio 2 or Unity, you may override GameMaker's implementations with these functions using my Dialog Module extension, or the Unity plugin, which are both free and open source. MIT License. Links to GameMaker Marketplace, Unity, and itch.io as well as GitHub and SourceForge here.

Known Issues

- get_open_filenames() and get_open_filenames_ext() can only return a maximum of 3 files from a given drive's root, so if your files are selected directly from C:\, I:\, etc. without being within a subfolder or subfolders of the given drive, i.e. Program Files, Users, etc. you will not be able to return more than 3 files regardless of how man files you actually selected, if not in drive's root, you will be able to select up to the buffer limit. This is a Windows-only issue. Mac and Linux have no limit to the amount of files you may select. I don't know how to fix this and will need help with it. I don't know what the source of the problem is with Windows multi-select and how I chose to write it.

- get_directory() and get_directory_alt() do not work on Windows XP, this will be fixed in a patch which will check the current Windows Version and if Windows XP then use an older API to take care of the same desired effect - selecting a directory. This will be fixed at some point. I have other priorities ahead of this one right now.

- get_string(), get_password(), get_integer(), and get_passcode() do not resize to fit the contents of the string provided by the first argument to each function. Windows-only  bug. Instead, the string will get truncated if long enough. This will probably be fixed when we support the Visual Studio compiler, CMake, so that I may use the same InputBox API I use in the GameMaker extension equivalent which does not have this bug.

- TODO: I need to wipe Josh's ass for him by renaming the current show_error() implementation to show_error_retriable(), this will eliminate the need for the second argument and it will be removed, and also this will mean Josh will let me give the function a return value, like what the GameMaker extension equivalent currently does. Then I'll write a new show_error() implementation from scratch that will only have a 'Abort' and an 'Ignore' button when non-fatal, and just an 'Abort' button when fatal. This can't be done until KDialog support's changing the 'OK' button's text on a single button dialog. It's on KDialog's roadmap, but KDE developers have yet to add it.

Cheers,
Samuel

11
General ENIGMA / anyone here used pling?
« on: June 29, 2019, 08:36:47 pm »
I published my game there recently, seems like a halfway decent platform to share open source games.

https://www.pling.com/s/Games/p/1312080/

It doesn't have many games on it yet though sadly. Might be an opportunity to get exposure. Maybe. Maybe not.

12
We have recently updated the Windows Installation Wiki Page to reflect some missing information that explains how to get OpenAL working on Windows machines.

https://enigma-dev.org/docs/Wiki/Install:Windows

First, you'll need libmodplug installed in your MSYS2 packages. This will be required for your game executable to build properly.

Install libmodplug for 32-bit MSYS2
Code: [Select]
pacboy -S libmodplug:i
Install libmodplug for 64-bit MSYS2
Code: [Select]
pacboy -S libmodplug:x
If you want to use OpenAL for audio, instead of DirectSound, you'll want to make sure you have "libopenal-1.dll" in your game's working directory.

https://enigma-dev.org/edc/games.php?game=97

You can see below a quote below of the information and downloads for libopenal-1.dll found at the link above.

Quote
libopenal-1.dll (REQUIRED for the OpenAL Audio System on Windows)

If you want to build ENIGMA games on Windows that use the OpenAL Audio System, which is required for external sound resource loading via sound_add() and other various features DirectSound and other alternatives do not offer, you need to have this DLL in the same directory as your game executable when running and distributing your game.

- Download the 32-bit DLL and put that in the same directory as you 32-bit game executables.

- Download the 64-bit DLL and put that in the same directory as you 64-bit game executables.

- You can not put your 32-bit and 64-bit games in the same directory otherwise you will end up with a name conflict because both the 32-bit and the 64-bit DLL have the same file name and you can't rename them without breaking the ability for your games to recognize them.

Downloads (2):

Windows 32-bit

Windows 64-bit

Also due to a bug with ENIGMA currently, you may also need "libgcc_s_dw2-1.dll" and "libwinpthread-1.dll" in your game executable's working directory when compiling for 32-bit specifically. This is not an issue with 64-bit, from what I can gather from my testing. You can find those in your MSYS2 installation folder, or for ease of access, you may also download them from my dropbox: Extra 32-bit DLL's.zip

I hope this helps clear up any questions, comments, or concerns you all may have regarding this audio system.

Samuel

13
Works in Progress / Virtual Visit Maker (Prototype)
« on: May 13, 2019, 01:53:38 am »



Quote
The source code is very messy. This project is just meant to demonstrate you can make an entire game with one GameMaker / ENIGMA object instance with the help of an INI file and loading / unloading external resources at run-time. In this particular case you would be making a first person, point-and-click, adventure-puzzler game.

Please do not steal my sound or graphics that I created and shipped with this project. They are included for demoing and educational purposes only. You may however use the GM81 file however you see fit, to reiterate, without the external resources that I made available with it. Make your own games with this, using your own graphics and audio. The only graphical pieces you are permitted to use are inside the binary blob GM81 file itself and can be viewed when you load the project into GM / LGM.

GM81 project file can be built with the ENIGMA Development Environment using:

- Compiler: MinGW | Platform: Win32 | Graphics: OpenGL 1.1 | Audio: OpenAL

- Compiler: G++ | Platform: Linux X11 | Graphics: OpenGL 1.1 | Audio: OpenAL

...or GameMaker 8.1, but make sure you install the extension package included.

There is a 64-bit Windows EXE included, which was compiled with ENIGMA.

Yeah bro, please check it out. You will be blessed.

https://samuel-venable.itch.io/virtual-visit-maker-prototype

14
Finished Games / Steal the Gold
« on: April 21, 2019, 03:27:53 pm »
Made with GameMaker Studio 2 and ENIGMA.

Gameplay Video - https://youtu.be/deYkWan-t7E

The video is outdated. I've added a lot of new stuff since then.

You can download it here.






15
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

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