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181
Issues Help Desk / Re: Undefined reference to ini_open/ini_read_real/ini_write_real
« on: May 02, 2015, 01:59:28 pm »
Are you compiling on Linux? If so, then you must enable the Ini extension. If you compile on Windows, then you must disable it. Ini functions are built-in windows, but they had to be remade in Linux, that is why it is an extension. We are contemplating removing the Windows functions and instead enable the extension in all platforms, as the current system seems to be confusing for other people.
182
Function Peer Review / Re: Lua Extension
« on: May 02, 2015, 09:00:50 am »
I on the other hand cannot stand Lua syntax. I haven't looked at it that closely though. Maybe after a while you can stand to like it. I did make an AngelScript extension which I could post though. That language is very close to C++ and in turn EDL/GML.
183
Programming Help / Re: Infinite world generation lag
« on: April 29, 2015, 11:56:16 am »
No stupid mistake should create a segfault though. That seems to be a stupid mistake on our part. So maybe you want to show how to replicate the crash? If not, then I'm just happy you got everything working.
184
Programming Help / Re: Infinite world generation lag
« on: April 28, 2015, 05:25:57 pm »
I would probably try doing it via some datastructures though. But drawing is probably a problem too. Try using some kind of visual debugger (like CodeXL) to see how much draw calls are made. Batching textures is the perfect thing for a game like this, because then you would draw all of the ground in one draw call. That usually gives 5-10x performance improvement.
edit: So now it doesn't crash anymore with instance_deactivate?
edit: So now it doesn't crash anymore with instance_deactivate?
185
Programming Help / Re: Infinite world generation lag
« on: April 28, 2015, 04:49:36 pm »
Is the "lag" low fps or is it a short freeze when generating?
Normally deactivation would be the way to go. The segfault should be investigated. Is there maybe a simple example you can post? Making blocks invisible should also help.
It will still be slower because instances have overhead. They require updates in cases you wouldn't need, like every block calculates direction based on speed and gravity all the time, even though speed and gravity is zero (there is probably a check in this case, but it is still a few "if checks" per instance). It also requires iteration and call for events. So I would suggest maybe using a grid or an array (maybe one instance and one grid per n number of blocks). Tiles would help with rendering, as right now backgrounds (tiles) can be drawn with one texture. This means all your world could end up as one draw call. Tile functions should work, so you could and and remove tiles at runtime. In my branch I have added texture atlases that allow you to put sprites, backgrounds and fonts into one texture. If you can post an example, I could see if that improves performance.
Normally deactivation would be the way to go. The segfault should be investigated. Is there maybe a simple example you can post? Making blocks invisible should also help.
It will still be slower because instances have overhead. They require updates in cases you wouldn't need, like every block calculates direction based on speed and gravity all the time, even though speed and gravity is zero (there is probably a check in this case, but it is still a few "if checks" per instance). It also requires iteration and call for events. So I would suggest maybe using a grid or an array (maybe one instance and one grid per n number of blocks). Tiles would help with rendering, as right now backgrounds (tiles) can be drawn with one texture. This means all your world could end up as one draw call. Tile functions should work, so you could and and remove tiles at runtime. In my branch I have added texture atlases that allow you to put sprites, backgrounds and fonts into one texture. If you can post an example, I could see if that improves performance.
186
Issues Help Desk / Re: [SOLVED] GMX corrupted with java.lang.nullPointerException
« on: April 27, 2015, 08:57:51 am »
CLI was quite working. The rooms need to be redone in xml, not binary like they are now. It was a mistake+laziness, not a plan. I have 0 problems with .egm's braking one last time in this switch.
187
General ENIGMA / Re: Ludum Dare 32 Entry
« on: April 26, 2015, 04:20:24 pm »
It already ended, so unless he keeps working "luck" is no longer needed.
I actually liked the battle system. The controls in it were very good. But I have few suggestions/bugs:
1) The enemy sometimes doesn't do anything in it's turn. It shows in console that it tries to select spell -1. I guess it could be intentional?
2) There are no health for enemies and especially boss, so I don't know how close I am to killing it. Like I literally fired 25 rays and 10 fireballs and it still didn't die. I tried to figure its health out from the massages in the console, but couldn't. Then, *spoiler alert*, I found out that I was meant to die to it. But because it does so little damage, sometimes it skips its turn and the there are many delays in the fight, it took like 5 minutes for me to die.
3) In one battle I got stuck on a rock/tree/battle area border combo. So I couldn't move.
So I liked the battle system, but it could be a little faster.
I actually liked the battle system. The controls in it were very good. But I have few suggestions/bugs:
1) The enemy sometimes doesn't do anything in it's turn. It shows in console that it tries to select spell -1. I guess it could be intentional?
2) There are no health for enemies and especially boss, so I don't know how close I am to killing it. Like I literally fired 25 rays and 10 fireballs and it still didn't die. I tried to figure its health out from the massages in the console, but couldn't. Then, *spoiler alert*, I found out that I was meant to die to it. But because it does so little damage, sometimes it skips its turn and the there are many delays in the fight, it took like 5 minutes for me to die.
3) In one battle I got stuck on a rock/tree/battle area border combo. So I couldn't move.
So I liked the battle system, but it could be a little faster.
188
Issues Help Desk / Re: [SOLVED] GMX corrupted with java.lang.nullPointerException
« on: April 26, 2015, 01:53:07 pm »
I don't really prefer making a new front-end, but sadly I don't know Java at all. And I haven't made any changes to LGM, so I don't know the source. If I knew anything, I would try to fix all those damn crashes. Like it crashes almost once every minute for me. The only saving grace is that I save all the time (I haven't had any problems with saving) and that LGM loads under a second. So when I have a crash, it takes like 3 seconds to be back in action.
The only reason why I suggested making a new editor is because I want it to be made in ENIGMA. I have noticed that it's the case for many engines, as that is almost the only way to have WYSWYG without recompiling the game all the time. For example Unreal4 editor is fully made in unreal. They have their own widget system, window system and everything. That would allow us to make things like particle system editors, gui editors etc. But that could be a personal project of mine at some point. Until then I work on many other things, like I finally added texture atlas.
The only reason why I suggested making a new editor is because I want it to be made in ENIGMA. I have noticed that it's the case for many engines, as that is almost the only way to have WYSWYG without recompiling the game all the time. For example Unreal4 editor is fully made in unreal. They have their own widget system, window system and everything. That would allow us to make things like particle system editors, gui editors etc. But that could be a personal project of mine at some point. Until then I work on many other things, like I finally added texture atlas.
189
Issues Help Desk / Re: Another CompileEGMf.dll issue
« on: April 25, 2015, 08:16:21 am »
You must use x32 Java. So either uninstall x64 Java or make it use x32 specifically (see https://enigma-dev.org/docs/Wiki/Install:Parallel_Java and https://enigma-dev.org/docs/Wiki/Troubleshoot).
190
Issues Help Desk / Re: Drawing problems on Linux?
« on: April 23, 2015, 12:13:10 pm »
Okay, no problem. Glad it works. We must check for any kind of these problems so we can fix them. Right now a lot has changed in the drawing part, but it's not pushed in master repository.
191
Issues Help Desk / Re: Drawing problems on Linux?
« on: April 23, 2015, 09:43:13 am »
1) Are the D&D drawing actions put in object draw event? Nothing will be drawn outside the draw event.
2) You can try changing the graphics system and see if it draws then. Try GL1, GL3 and DX9. They can be changed in Settings.
3) Is the object in a room? And is the room running?
Can you try drawing with code to test? Put this in draw event of an object:
2) You can try changing the graphics system and see if it draws then. Try GL1, GL3 and DX9. They can be changed in Settings.
3) Is the object in a room? And is the room running?
Can you try drawing with code to test? Put this in draw event of an object:
Code: (edl) [Select]
draw_text(10,10,"This is test. This draws text at position 10,10");
draw_ellipse(100,100,300,300,true);
192
Issues Help Desk / Re: GMX corrupted with java.lang.nullPointerException
« on: April 23, 2015, 02:34:27 am »
I think we need to find people who can debug LGM and do stability improvements. Like we don't need any new features in LGM, so it would be awesome if the breakage would be fixed. I think Ism did a good job in this regard, I can't remember LGM being unstable when I joined the project. I'm personally feeling that I will end up recreating LGM (at least partly) in ENIGMA. Wouldn't that be cool though? ENIGMA IDE made in ENIGMA.
193
Issues Help Desk / Re: GMX corrupted with java.lang.nullPointerException
« on: April 20, 2015, 09:36:31 am »
Currently LGM is the only fully functional IDE for ENIGMA. The next closest thing is NaturalGM, but sadly it's not progressing and misses many things to be functional.
194
Issues Help Desk / Re: GMX corrupted with java.lang.nullPointerException
« on: April 20, 2015, 07:24:14 am »
Actually you should be able to use LGM (load, modify and save gmk/gm6/gmx and maybe egm) without plugin (enigma.jar). Try copying the LGM to another directory and use it from there and see if it still crashes because of loading and saving. If it does, then it's not the plugin. I also have problems with LGM stability, but sadly we no longer have any Java programmers.
195
Sound and Music / Re: Music for my sonic fangame
« on: April 16, 2015, 01:59:21 pm »
The new versions are still very hectic. It's hard to tell the difference between them, as the song on song thing still happens. But as wendigo said, maybe it fits the stage.
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