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1711
Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 01:49:06 pm »
I have addressed this in the following pull request.
https://github.com/enigma-dev/enigma-dev/pull/648
Specifically the following commit.
https://github.com/RobertBColton/enigma-dev/commit/9cd35ed6b3c626025ad7c83017bffffcb83fb0eb
https://github.com/enigma-dev/enigma-dev/pull/648
Specifically the following commit.
https://github.com/RobertBColton/enigma-dev/commit/9cd35ed6b3c626025ad7c83017bffffcb83fb0eb
1712
Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 12:54:56 pm »
Yeah I am halfway in between I think we should do at least for the default room size, then if you really want a big ass window that stretches over two displays you can manually override it with window_set_size/window_set_region_size. It would be a slight difference than GM, making these two specific functions not limited, but Studio deprecates them anyway so may as well. But really TKG is right there is no way in hell it should interpret a really large room to equate to a really really large ass window, so I am going to go halfway in-between and just limit the default window that shows up, and again you'll still be able to override it if you want.
1713
Programming Help / Re: get_string without a dialog
« on: February 17, 2014, 10:52:31 am »
Back on topic, the backspace issue has been fixed with keyboard_string now. It performs almost exactly the same as GameMaker.
https://github.com/enigma-dev/enigma-dev/pull/644
These are the remaining anomalies.
https://github.com/enigma-dev/enigma-dev/issues/647
Also Josh, not every GUI is a widget library, widgets sounds way too software, there is only an interest in textureable GUI controls like Unity3D, OGRE, or Irrlicht have built in.
http://docs.unity3d.com/Documentation/Components/gui-Basics.html
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIs
https://github.com/enigma-dev/enigma-dev/pull/644
These are the remaining anomalies.
https://github.com/enigma-dev/enigma-dev/issues/647
Also Josh, not every GUI is a widget library, widgets sounds way too software, there is only an interest in textureable GUI controls like Unity3D, OGRE, or Irrlicht have built in.
http://docs.unity3d.com/Documentation/Components/gui-Basics.html
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIs
1714
Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 10:41:43 am »
Yeah but just for safety, I am thinking we should at least do it for the default room size. Then people can still oversize the window with window_set_size if they want. I mean when is the last time you saw a game, even a big name one, stretch over two displays at the same time? Games like Battlefield that have dual monitor support will show the map in one display and the game in the other, but I don't think I've ever seen a case where the same content stretches between two displays.
Here is a depiction of the issue with TKG's game, the red bounds is the size of the actual game window, keep in mind that his game is not in fullscreen mode, views are simply disabled. Notice how it cuts off my taskbar and everything?
Here is a depiction of the issue with TKG's game, the red bounds is the size of the actual game window, keep in mind that his game is not in fullscreen mode, views are simply disabled. Notice how it cuts off my taskbar and everything?
1715
Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 02:22:30 am »
Actually what I mean is not that at all, I mean if I create a game in ENIGMA with a room size of 5000x5000 with views disabled and send it to you, when you run it, it will literally create a window 5000x5000 pixels and it will stretch way off your display where you can't click buttons. GM limits the window size but the room size remains the same everything is just scaled then to the window size unless you control it with views. The question at hand is whether we want people creating the actual Win32/XLIB window bigger than the display.
1716
Developing ENIGMA / Maximum Window Size
« on: February 17, 2014, 01:11:10 am »
Well upon doing some testing with TKG's game in ENIGMA, I discovered an anomaly between us and Game Maker. ENIGMA does not limit the size of your Window on desktops, so if you create a game with an empty room 5000x5000 and run it in ENIGMA it will cover your entire display but you will only see a portion of the room because the rest of the window is running off your display.
Now, Game Maker imposes an arbitrary limitation to all its window_set_size/set_region_size and other functions, and even for the default room_width and room_height. It will not allow them to become larger than the display width or height, this is nice as it means somebody who sets their game on a super high resolution that your PC does not accommodate, it won't cut off your task bar when you play their game. This does mean however, that those with dual monitors could potentially not be able to full utilize multiple monitor support? I don't know if that's true or not, if somebody would really want a game stretched out over several monitors.
GayMaker: Studio has the exact same behavior.
Now at any rate, ENIGMA introduces no such limitation as mentioned above, and it can be kind of frustrating for reasons above, but we have a few options.
1) Limit the window size like Game Maker does
2) Not limit the window size and let people do w/e they want
3) Limit the window size only for room_width and room_height then if they want to make a ginormous window with window_set_size they still can
What does everyone think?
Now, Game Maker imposes an arbitrary limitation to all its window_set_size/set_region_size and other functions, and even for the default room_width and room_height. It will not allow them to become larger than the display width or height, this is nice as it means somebody who sets their game on a super high resolution that your PC does not accommodate, it won't cut off your task bar when you play their game. This does mean however, that those with dual monitors could potentially not be able to full utilize multiple monitor support? I don't know if that's true or not, if somebody would really want a game stretched out over several monitors.
GayMaker: Studio has the exact same behavior.
Now at any rate, ENIGMA introduces no such limitation as mentioned above, and it can be kind of frustrating for reasons above, but we have a few options.
1) Limit the window size like Game Maker does
2) Not limit the window size and let people do w/e they want
3) Limit the window size only for room_width and room_height then if they want to make a ginormous window with window_set_size they still can
What does everyone think?
1717
Programming Help / Re: Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 16, 2014, 02:49:12 pm »
Ohhhhh I am sorry I misinterpreted it, I thought this was a difference in how our collision system performs as compared to GM. Wonderful.
Still though the Isolated Test Case does apply to programming help as well, then you could just link it in your OP so everyone could help, know what I mean?
Still though the Isolated Test Case does apply to programming help as well, then you could just link it in your OP so everyone could help, know what I mean?
1718
Issues Help Desk / Re: How the heck am I supposed to get a HTML page?
« on: February 16, 2014, 02:46:03 pm »
Ah, it's like in Firefox when you right click and view the source code of a web page. It retrieves the code of the webpage.
1719
Issues Help Desk / Re: Can't find library
« on: February 16, 2014, 01:34:32 pm »
Can you let me TeamViewer?
http://www.teamviewer.com/en/index.aspx
http://www.teamviewer.com/en/index.aspx
1720
Issues Help Desk / Re: Can't find library
« on: February 16, 2014, 12:39:39 pm »
How are you launching ENIGMA?
1721
Issues Help Desk / Re: Is there any way of picking the C++ code before it is passed to the compiler
« on: February 16, 2014, 12:39:02 pm »
Yeah but our current compiler is 5 years old and written by a 15 year old.
1722
Issues Help Desk / Re: How the heck am I supposed to get a HTML page?
« on: February 16, 2014, 12:37:58 pm »Quote
Is there a way to know what's doing / what did a function?Rephrase that because I don't know what you mean.
1723
Issues Help Desk / Re: Is there any way of picking the C++ code before it is passed to the compiler
« on: February 16, 2014, 02:00:16 am »
Allow me to quote YYG's own bug tracker.
http://experimental.yoyogames.com/view.php?id=13489
http://experimental.yoyogames.com/view.php?id=13489
Quote
To throw an error when setting some extra-brackets, still valid GML-code, without mathematical functionality, but just to make the structure clearer for reading, reveals some deeper lacks in evaluating expressions. By the way, the ENIGMA-compiler accepts the GML-code above in both versions without errors.
1724
Programming Help / Re: Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 16, 2014, 12:14:37 am »
Alrighty heh, good, because I am getting tired too
1725
Programming Help / Re: Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 16, 2014, 12:10:24 am »
I have created a new topic which basically goes more in to detail about our Help Desk policy for Isolation of bug reports.
http://enigma-dev.org/forums/index.php?topic=1780
This in a way resolves concerns with releasing assets of unfinished games and what not.
Now, back on topic, it would help if you could do the above and make a separate small GMK that only has that specific bug in it, as in, make a copy of your game and delete everything not related to the bug, and send us that copy.
PS: Also, thank you for the kind words TKG.
http://enigma-dev.org/forums/index.php?topic=1780
This in a way resolves concerns with releasing assets of unfinished games and what not.
Now, back on topic, it would help if you could do the above and make a separate small GMK that only has that specific bug in it, as in, make a copy of your game and delete everything not related to the bug, and send us that copy.
PS: Also, thank you for the kind words TKG.
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