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1
Off-Topic / Remake classic games.
« on: July 13, 2014, 03:52:56 pm »
I have remade the Intellivision Astrosmash game from 1978 in Enigma and would like to post it in works in progress category on the forum, making it open source. I have copied images and sound from the original game and made game play the same as original. I would like to give credit to original authors of the game.
Would this create a copywrite issue? If so could I just create my own graphics and sound that is simular?
I thought I would ask here since Enigima is a clone of GameMaker.
Thanks
Joe
Would this create a copywrite issue? If so could I just create my own graphics and sound that is simular?
I thought I would ask here since Enigima is a clone of GameMaker.
Thanks
Joe
2
Issues Help Desk / Font resource not displaying in game after lgm/enigma restart.
« on: June 28, 2014, 08:25:05 pm »
After creating a font resource in my game works fine until after I restart lgm/enigma and will not display after compile. I remedy this by deleting the resourse and recreating it, then it will display again.
I just updated LGM and Enigma.
Not a big deal, just letting you know.
Thanks
Joe
I just updated LGM and Enigma.
Not a big deal, just letting you know.
Code: [Select]
2 Adding Fonts to Game Module:
Iterating included fonts...
Allocated some font stuff
Copied metrics
Sorted out some font stuff
Expanded to 128 by 64
Finished packing font stuff.
Allocated a big texture. Moving font into it...
Wrote all data for font 0
Iterating included fonts...
Allocated some font stuff
Copied metrics
Sorted out some font stuff
Finished packing font stuff.
Allocated a big texture. Moving font into it...
Wrote all data for font 1
Done writing fonts.
0 Adding Paths to Game Module:
Done writing paths.
Closing game module and running if requested.
Running "/tmp/egm8357475240988808627.tmp"
*********** EXECUTE
`/tmp/egm8357475240988808627.tmp`
Thanks
Joe
3
Issues Help Desk / Sound Errors Ubuntu
« on: June 28, 2014, 08:06:06 pm »
I keep getting sound errors loading sounds I created from Audicity. I made a 2 second gun fire sound in wav format. This sound will play on the desktop. I have updated LGM and Enigma.
Are there certain perameters I have to follow to get it to work in enigma?
Thanks
Joe
Are there certain perameters I have to follow to get it to work in enigma?
Code: [Select]
Operating System: Linux
Version: 3.2.0-64-generic-pae
Architecture: i386
Java Vendor: Oracle Corporation
Version: 1.7.0_55
Available processors (cores): 1
Free memory (bytes): 19882592
Maximum memory (bytes): 379125760
Total memory available to JVM (bytes): 49377280
File system root: /
Total space (bytes): 56604643328
Free space (bytes): 39826960384
Usable space (bytes): 36951556096
Stack trace:
java.lang.IllegalStateException: Line not open
at org.classpath.icedtea.pulseaudio.PulseAudioClip.stop(PulseAudioClip.java:543)
at org.lateralgm.subframes.SoundFrame.cleanup(SoundFrame.java:789)
at org.lateralgm.subframes.SoundFrame.actionPerformed(SoundFrame.java:548)
at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2018)
at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2341)
at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:402)
at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:259)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(BasicButtonListener.java:252)
at java.awt.AWTEventMulticaster.mouseReleased(AWTEventMulticaster.java:289)
at java.awt.Component.processMouseEvent(Component.java:6505)
at javax.swing.JComponent.processMouseEvent(JComponent.java:3311)
at java.awt.Component.processEvent(Component.java:6270)
at java.awt.Container.processEvent(Container.java:2229)
at java.awt.Component.dispatchEventImpl(Component.java:4861)
at java.awt.Container.dispatchEventImpl(Container.java:2287)
at java.awt.Component.dispatchEvent(Component.java:4687)
at java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4832)
at java.awt.LightweightDispatcher.processMouseEvent(Container.java:4492)
at java.awt.LightweightDispatcher.dispatchEvent(Container.java:4422)
at java.awt.Container.dispatchEventImpl(Container.java:2273)
at java.awt.Window.dispatchEventImpl(Window.java:2719)
at java.awt.Component.dispatchEvent(Component.java:4687)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:735)
at java.awt.EventQueue.access$200(EventQueue.java:103)
at java.awt.EventQueue$3.run(EventQueue.java:694)
at java.awt.EventQueue$3.run(EventQueue.java:692)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:87)
at java.awt.EventQueue$4.run(EventQueue.java:708)
at java.awt.EventQueue$4.run(EventQueue.java:706)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:705)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:242)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:161)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:150)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:146)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:138)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:91)
Thanks
Joe
4
Programming Help / Not able to set or get userdefined variables with unique values for instances.
« on: April 20, 2014, 11:04:42 am »
I am making a Civilization game. Predefined variables like image_blend and sprite_index and x and y values work fine.
Variables that I define for the instances do not. Like max_moves, which all instances take the value of last instance that was created for max_moves. if I define the first 8 instances with 1 and the last with 3. All instances with take the value of 3 for max_moves.
Here is my code.
I am just using 1 object obj_unit. Please let me know what I am doing wrong.
Thanks
Joe
Variables that I define for the instances do not. Like max_moves, which all instances take the value of last instance that was created for max_moves. if I define the first 8 instances with 1 and the last with 3. All instances with take the value of 3 for max_moves.
Here is my code.
Code: [Select]
------ Properties ------
Name: obj_unit
Parent: <no parent>
Sprite: <no sprite>
Mask: <same as sprite>
Visible: true
Solid: false
Depth: 0
Persistent: false
Total Lines of Code: 188
------ Events ------
Create (21 Lines Of Code) :
0 Execute a piece of code (21 Lines)
**** BEGIN ****
//t0_list = ds_list_create();
var team;
var max_moves;
var ap;
var hp;
moves = 0;
//max_moves = 1;
var inst;
up = 0; //unit pointer
sc = true; //self control
image_speed = 0;
image_index = 0;
ng = 30;
grid = 30;
kp = false;
**** END ****
Normal Step (7 Lines Of Code) :
0 Execute a piece of code (7 Lines)
**** BEGIN ****
if(sc = true)
{
with (obj_unit) {image_index = 0;}
inst = ds_list_find_value(t0_list,up);
inst.image_index = 1;
sc = false;
}
**** END ****
Game Start (108 Lines Of Code) :
0 Execute a piece of code (108 Lines)
**** BEGIN ****
t0_list = ds_list_create();
//---------------------------------------Team 0
unit = instance_create(200,100,obj_unit); //Creates Unit at given position
unit.team = 0; //Team variable is set to [0]
unit.image_blend = c_yellow; //Team color is set to [yellow]
unit.sprite_index = spr_settlers; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 1;
unit.hp = 10;
ds_list_add(t0_list,unit);
unit = instance_create(200,200,obj_unit); //Creates Unit at given position
unit.team = 0; //Team variable is set to [0]
unit.image_blend = c_yellow; //Team color is set to [yellow]
unit.sprite_index = spr_warrior; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 5;
unit.hp = 20;
ds_list_add(t0_list,unit);
unit = instance_create(200,300,obj_unit); //Creates Unit at given position
unit.team = 0; //Team variable is set to [0]
unit.image_blend = c_yellow; //Team color is set to [yellow]
unit.sprite_index = spr_horsemen; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 10;
unit.hp = 30;
ds_list_add(t0_list,unit);
//---------------------------------------Team 1
unit = instance_create(400,100,obj_unit); //Creates Unit at given position
unit.team = 1; //Team variable is set to [0]
unit.image_blend = c_red; //Team color is set to [yellow]
unit.sprite_index = spr_settlers; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 1;
unit.hp = 10;
ds_list_add(t0_list,unit);
unit = instance_create(400,200,obj_unit); //Creates Unit at given position
unit.team = 1; //Team variable is set to [0]
unit.image_blend = c_red; //Team color is set to [yellow]
unit.sprite_index = spr_warrior; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 5;
unit.hp = 20;
ds_list_add(t0_list,unit);
unit = instance_create(400,300,obj_unit); //Creates Unit at given position
unit.team = 1; //Team variable is set to [0]
unit.image_blend = c_red; //Team color is set to [yellow]
unit.sprite_index = spr_horsemen; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 10;
unit.hp = 30;
ds_list_add(t0_list,unit);
//---------------------------------------Team 2
unit = instance_create(600,100,obj_unit); //Creates Unit at given position
unit.team = 2; //Team variable is set to [0]
unit.image_blend = c_blue; //Team color is set to [yellow]
unit.sprite_index = spr_settlers; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 1;
unit.hp = 10;
ds_list_add(t0_list,unit);
unit = instance_create(600,200,obj_unit); //Creates Unit at given position
unit.team = 2; //Team variable is set to [0]
unit.image_blend = c_blue; //Team color is set to [yellow]
unit.sprite_index = spr_warrior; //Spawns [Unit X]
unit.max_moves = 1;
unit.ap = 5;
unit.hp = 20;
ds_list_add(t0_list,unit);
unit = instance_create(600,300,obj_unit); //Creates Unit at given position
unit.team = 2; //Team variable is set to [0]
unit.image_blend = c_blue; //Team color is set to [yellow]
unit.sprite_index = spr_horsemen; //Spawns [Unit X]
unit.max_moves = 3;
unit.ap = 10;
unit.hp = 30;
ds_list_add(t0_list,unit);
with (obj_unit) {move_snap(grid,grid);}
**** END ****
press <Space> (1 Lines Of Code) :
0 Execute a piece of code (1 Lines)
**** BEGIN ****
moves = 0;
**** END ****
press <Page Up> (3 Lines Of Code) :
0 Execute a piece of code (3 Lines)
**** BEGIN ****
up +=1;
if(up > (ds_list_size(t0_list) - 1)) {up = 0;}
sc = true;
**** END ****
press <Page Down> (3 Lines Of Code) :
0 Execute a piece of code (3 Lines)
**** BEGIN ****
up -=1;
if(up < 0) {up = (ds_list_size(t0_list) -1);}
sc = true;
**** END ****
press <Left> (10 Lines Of Code) :
0 Execute a piece of code (10 Lines)
**** BEGIN ****
if(kp = false)
{
if(moves < inst.max_moves)
{
inst.x -=ng;
move_snap(grid,grid);
moves +=1;
kp = true;
}
}
**** END ****
press <Up> (11 Lines Of Code) :
0 Execute a piece of code (11 Lines)
**** BEGIN ****
if(kp = false)
{
if(moves < inst.max_moves)
{
inst.y -=ng;
move_snap(grid,grid);
moves +=1;
kp = true;
}
}
**** END ****
press <Right> (10 Lines Of Code) :
0 Execute a piece of code (10 Lines)
**** BEGIN ****
if(kp = false)
{
if(moves < inst.max_moves)
{
inst.x +=ng;
move_snap(grid,grid);
moves +=1;
kp = true;
}
}
**** END ****
press <Down> (10 Lines Of Code) :
0 Execute a piece of code (10 Lines)
**** BEGIN ****
if(kp = false)
{
if(moves < inst.max_moves)
{
inst.y +=ng;
move_snap(grid,grid);
moves +=1;
kp = true;
}
}
**** END ****
release <Left> (1 Lines Of Code) :
0 Execute a piece of code (1 Lines)
**** BEGIN ****
kp = false;
**** END ****
release <Up> (1 Lines Of Code) :
0 Execute a piece of code (1 Lines)
**** BEGIN ****
kp = false;
**** END ****
release <Right> (1 Lines Of Code) :
0 Execute a piece of code (1 Lines)
**** BEGIN ****
kp = false;
**** END ****
release <Down> (1 Lines Of Code) :
0 Execute a piece of code (1 Lines)
**** BEGIN ****
kp = false;
**** END ****
I am just using 1 object obj_unit. Please let me know what I am doing wrong.
Thanks
Joe
5
Programming Help / Access instance variables stored in ds_list
« on: March 25, 2014, 08:01:23 pm »
I am working on a Civilization type of game turn based where the game switches keyboard control to each unit for each players turn. Each player will have multiple units being added as the city earns enough money.
The ds_list is working, I tested rotating threw instances with draw_text. I can't seem to get image_index to switch or control movement with keyboard without the game closing down on me.
Here is the code I used.
My problem is when I run step event code. I must not be the instances correctly. Please help
Thanks
Joe
The ds_list is working, I tested rotating threw instances with draw_text. I can't seem to get image_index to switch or control movement with keyboard without the game closing down on me.
Here is the code I used.
Code: [Select]
// script
Unit = instance_create(argument0, argument1, obj_Unit); // The script is ran from ob_spawner
ds_list_add(t0_list,Unit);
Obj_Unit Create:
ds_list_create(t0_list);
// obj_Unit Page Up
up +=1;
if(up > (ds_list_size(t0_list) - 1)) {up = 0;}
sc = true;
// obj_Unit Page Down
up -=1;
if(up < 0) {up = (ds_list_size(t0_list) -1);}
sc = true;
// obj_Unit Step
if(sc = true)
{
inst = ds_list_find_value(t0_list,up); // I put instance id into temp variable inst.
inst.image_index = 1; // I try to change the variable image_index for that instance.
sc = false;
}
My problem is when I run step event code. I must not be the instances correctly. Please help
Thanks
Joe
6
Issues Help Desk / Particles not displaying properly
« on: January 29, 2014, 09:09:33 pm »
I just upgraded Enigma and LGM 1/26/14 for Ubuntu, prior to that 10/26/13. I just noticed that the particles systems from Gamecavegm6 the shapes seem to be larger and blocky.
Here's example from Game maker 7 manual.
Create Event
I have not changed any settings after upgrading.
Thanks
Joe
Here's example from Game maker 7 manual.
Create Event
Code: [Select]
{
// make the particle system
ps = part_system_create();
// the firework particles
pt1 = part_type_create();
part_type_shape(pt1,pt_shape_flare);
part_type_size(pt1,0.1,0.2,0,0);
part_type_speed(pt1,0.5,4,0,0);
part_type_direction(pt1,0,360,0,0);
part_type_color1(pt1,c_red);
part_type_alpha2(pt1,1,0.4);
part_type_life(pt1,20,30);
part_type_gravity(pt1,0.2,270);
// the rocket
pt2 = part_type_create();
part_type_shape(pt2,pt_shape_sphere);
part_type_size(pt2,0.2,0.2,0,0);
part_type_speed(pt2,10,14,0,0);
part_type_direction(pt2,80,100,0,0);
part_type_color2(pt2,c_white,c_gray);
part_type_life(pt2,30,60);
part_type_gravity(pt2,0.2,270);
part_type_death(pt2,150,pt1); // create the firework on death
// create the emitter
em = part_emitter_create(ps);
part_emitter_region(ps,em,100,540,480,490,ps_shape_rectangle,ps_distr_linear);
part_emitter_stream(ps,em,pt2,-4); // create one every four steps
}
I have not changed any settings after upgrading.
Thanks
Joe
7
Programming Help / Using d3d_set_projection_ortho for HUD in 2d game. Stacking images.
« on: January 21, 2014, 08:23:32 pm »
I am using d3d_set_projection_ortho as a HUD for my 2d game so it does not move while rest of screen is zooming or panning. The depth of the object that draws this is lower than everthing else. I have read rule of thumb is first shape or text will be stacked under sequencial shapes or text at same x,y position, last will be on top of everthing. First I drew a rectangle, then drew a sprite over that. In that order it worked. If I reverse, the rectangle will be over the sprite. Then I tried to draw a health bar over the rectangle and text over rectangle. They will not show above rectangle in any order.
Draw Event:
The rectangle is the background for the HUD. Please tell me how to get healthbar or text showing ontop of rectangle.
Thanks
Joe
Draw Event:
Code: [Select]
draw_set_font(font_arial);
draw_set_color(c_black);
d3d_set_projection_ortho(0,0,view_wport[0],view_hport[0],0);
draw_rectangle(0,0,50,view_hport[0],false);
draw_sprite_ext(ship[0,p1_ship_number],0,25,30,.30,.30,90,c_white,1);
draw_healthbar(view_wport[0] - 75,65,view_wport[0] - 25,75,obj_switch_ship.p1_ship.hp,c_silver,c_red,c_red,1,true,false);
//draw_set_color(c_red);
//draw_text(view_wport[0] - 50,65,obj_switch_ship.p1_ship.hp);
//draw_set_color(c_black);
The rectangle is the background for the HUD. Please tell me how to get healthbar or text showing ontop of rectangle.
Thanks
Joe
8
Programming Help / How to connect space ship object to bullet object for that ship with instance id
« on: January 03, 2014, 06:06:46 pm »
I am making a 2 player space game where both players pick from the same roster of space ships and battle each other till one player is left.
I have the following objects.
Please let me know how I could restructure this so I can do it properly using parent child structure, or give me a link to source of same type of game which I have not found yet.
Thanks
Joe
I have the following objects.
Code: [Select]
obj_ship_parent // All ship share this code
obj_ship1 //
obj_ship2 // Unique code for each ship
obj_ship3 //
ect
obj_bullet_parent // All bullets share this code
obj_bullet1 //
obj_bullet2 // Unique code for each bullet
obj_bullet3 //
ect
obj_player1_start // Start position for player1. Used to set position for viewport to follow 2 players, zoom in and out.
obj_player2_start // Start position for player2. Used to set position for viewport to follow 2 players, zoom in and out.
obj_player1_explosion // When player is destoyed instance change to explosion
obj_player2_explosion // When player is destoyed instance change to explosion
obj_player_control // Keyboard controls for both players to select and control ships.
// In create event: p1_ship = instance_create(p1_startx,p1_starty,obj_p1_start);
p2_ship = instance_create(p2_startx,p2_starty,obj_p2_start);
// In keypress event players select their ship to battle with from their chosen fleet.
// if(instance_number(obj_p1_start) = 1)
// {with (p1_ship) instance_change(obj_ship1,true);} // obj_ship1,obj_ship2,obj_ship3,ect
// if(instance_number(obj_p2_start) = 1)
// {with (p2_ship) instance_change(obj_ship1,true);} // obj_ship1,obj_ship2,obj_ship3,ect
p1_ship and p2_ship instances are not destroyed till end_game event.
They change from obj_p1_start or obj_p2_start to the selected ship object to explosion back to obj_p1_start or obj_p2_start
Question: Need a connection between p1_ship (Player1) or p2_ship (player 2) instance which can access the selected ship objects variables with (.) operator to be able to the same way connect to bullet objects so I can set bullets direction with the image_angle.Please let me know how I could restructure this so I can do it properly using parent child structure, or give me a link to source of same type of game which I have not found yet.
Thanks
Joe
9
Tips, Tutorials, Examples / GML Equivalent Commands for GUI Actions
« on: November 18, 2013, 08:07:43 am »
This is very helpful going from drag and drop to writing your own code.
http://minnie.tuhs.org/Game11-110/Resources/gml_equivalence.html
Joe
http://minnie.tuhs.org/Game11-110/Resources/gml_equivalence.html
Joe
10
Issues Help Desk / Network command help.
« on: October 10, 2013, 09:24:10 pm »
I am making a network example over internet, but having problems connecting my 2 computers. I am using the 8/24/13 version of Enigma when network was working.
My question is am I using the following network commands correctly?
Server Code:
Client Code:
The server will connect but client wont. This is my first time making network game. I have Ubuntu 12.4 and Firestarter for firewall.
Please help when you get a chance.
Thanks
Joe
My question is am I using the following network commands correctly?
Server Code:
Code: [Select]
serversocketid = net_connect_tcp("0.0.0.0", "25565", true);
if(serversocketid >-1)
{tcp = 'connected';}
else
{tcp = 'Failed';}
Client Code:
Code: [Select]
clientsocketid = net_connect_tcp("108.224.54.186", "25565", false);
if(clientsocketid >-1)
{tcp = 'connected';}
else
{tcp = 'Failed';}
The server will connect but client wont. This is my first time making network game. I have Ubuntu 12.4 and Firestarter for firewall.
Please help when you get a chance.
Thanks
Joe
11
Issues Help Desk / Just upgraded git 10/4/13, network is not compiling on Ubuntu.
« on: October 04, 2013, 03:57:29 pm »
I just upgraded git from 8/24/13 to 10/4/13 and the Berkley sockets enabled is not compiling on a game that was compiling on the git from 8/24/13.
Here's the output.
Thanks
Joe
Here's the output.
Code: [Select]
Building for mode (0)
Cleaning up from previous executions
- Cleared parsed objects
- Cleared room entries
- Cleared shared locals list
- Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 0x8d169b0
Copying resources:
Copying sprite names [2]
Copying sound names [0]
Copying background names [0]
Copying path names [0]
Copying script names [0]
Copying shader names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [10]
Copying room names [5]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
10 Objects:
obj_session: 12 events:
Event[0]: Parsing 1 sub-events:
Check `obj_session::create... Done. Parse... Done.
Event[8]: Parsing 1 sub-events:
Check `obj_session::draw... Done. Parse... Done.
Event[9]: Parsing 2 sub-events:
Check `obj_session::keypress_67... Done. Parse... Done.
Check `obj_session::keypress_74... Done. Parse... Done.
obj_ip: 12 events:
Event[0]: Parsing 1 sub-events:
Check `obj_ip::create... Done. Parse... Done.
Event[2]: Parsing 1 sub-events:
Check `obj_ip::alarm_0... Done. Parse... Done.
Event[8]: Parsing 1 sub-events:
Check `obj_ip::draw... Done. Parse... Done.
obj_nav_keys: 12 events:
Event[9]: Parsing 4 sub-events:
Check `obj_nav_keys::keypress_33... Done. Parse... Done.
Check `obj_nav_keys::keypress_34... Done. Parse... Done.
Check `obj_nav_keys::keypress_81... Done. Parse... Done.
Check `obj_nav_keys::keypress_82... Done. Parse... Done.
obj_server_player: 12 events:
Event[0]: Parsing 1 sub-events:
Check `obj_server_player::create... Done. Parse... Done.
Event[3]: Parsing 1 sub-events:
Check `obj_server_player::step... Done. Parse... Done.
Event[5]: Parsing 4 sub-events:
Check `obj_server_player::keyboard_37... Done. Parse... Done.
Check `obj_server_player::keyboard_38... Done. Parse... Done.
Check `obj_server_player::keyboard_39... Done. Parse... Done.
Check `obj_server_player::keyboard_40... Done. Parse... Done.
Event[7]: Parsing 1 sub-events:
Check `obj_server_player::outsideroom... Done. Parse... Done.
obj_client_player: 12 events:
Event[7]: Parsing 1 sub-events:
Check `obj_client_player::outsideroom... Done. Parse... Done.
obj_connect: 12 events:
Event[0]: Parsing 1 sub-events:
Check `obj_connect::create... Done. Parse... Done.
Event[8]: Parsing 1 sub-events:
Check `obj_connect::draw... Done. Parse... Done.
Event[9]: Parsing 7 sub-events:
Check `obj_connect::keypress_32... Done. Parse... Done.
Check `obj_connect::keypress_65... Done. Parse... Done.
Check `obj_connect::keypress_66... Done. Parse... Done.
Check `obj_connect::keypress_67... Done. Parse... Done.
Check `obj_connect::keypress_68... Done. Parse... Done.
Check `obj_connect::keypress_73... Done. Parse... Done.
Check `obj_connect::keypress_84... Done. Parse... Done.
obj_text: 12 events:
Event[8]: Parsing 1 sub-events:
Check `obj_text::draw... Done. Parse... Done.
obj_client_playerc: 12 events:
Event[0]: Parsing 1 sub-events:
Check `obj_client_playerc::create... Done. Parse... Done.
Event[3]: Parsing 1 sub-events:
Check `obj_client_playerc::step... Done. Parse... Done.
Event[5]: Parsing 4 sub-events:
Check `obj_client_playerc::keyboard_37... Done. Parse... Done.
Check `obj_client_playerc::keyboard_38... Done. Parse... Done.
Check `obj_client_playerc::keyboard_39... Done. Parse... Done.
Check `obj_client_playerc::keyboard_40... Done. Parse... Done.
Event[7]: Parsing 1 sub-events:
Check `obj_client_playerc::outsideroom... Done. Parse... Done.
obj_server_playerc: 12 events:
Event[7]: Parsing 1 sub-events:
Check `obj_server_playerc::outsideroom... Done. Parse... Done.
obj_textc: 12 events:
Event[8]: Parsing 1 sub-events:
Check `obj_textc::draw... Done. Parse... Done.
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Linking globals
Running Secondary Parse Passes
Add dot accessed local serversocketid
var
Add dot accessed local clientsocketid
var
Add dot accessed local ip
var
Add dot accessed local session
var
Add dot accessed local test1
var
Add dot accessed local test2
var
Add dot accessed local test3
var
Add dot accessed local test4
var
Add dot accessed local test5
var
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `make'
Full command line: make Game GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=None NETWORKING=BerkeleySockets PLATFORM=xlib CXX=g++ CC=gcc COMPILEPATH=Linux/Linux EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="/tmp/egm335736454307208929.tmp" eTCpath=""
/usr/bin/make -C ENIGMAsystem/SHELL
make[1]: Entering directory `/home/joey/enigma-dev/ENIGMAsystem/SHELL'
g++ -Wall -s -O3 -IPlatforms/xlib/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/BerkeleySockets/Info -IUniversal_System/Info -I. -Wall -s -O3 -MMD -MP -c -o .eobjs/Linux/Linux/Run/Networking_Systems/BerkeleySockets/BS_net.o Networking_Systems/BerkeleySockets/BS_net.cpp
Networking_Systems/BerkeleySockets/BS_net.cpp: In function ‘int net_bounce(int)’:
Networking_Systems/BerkeleySockets/BS_net.cpp:131:73: error: invalid conversion from ‘int*’ to ‘socklen_t* {aka unsigned int*}’ [-fpermissive]
/usr/include/i386-linux-gnu/bits/socket2.h:65:1: error: initializing argument 6 of ‘ssize_t recvfrom(int, void*, size_t, int, sockaddr*, socklen_t*)’ [-fpermissive]
Networking_Systems/BerkeleySockets/BS_net.cpp: In function ‘int net_get_port(int)’:
Networking_Systems/BerkeleySockets/BS_net.cpp:149:58: error: invalid conversion from ‘int*’ to ‘socklen_t* {aka unsigned int*}’ [-fpermissive]
/usr/include/i386-linux-gnu/sys/socket.h:119:12: error: initializing argument 3 of ‘int getsockname(int, sockaddr*, socklen_t*)’ [-fpermissive]
Networking_Systems/BerkeleySockets/BS_net.cpp: In function ‘int net_blocking(int, bool)’:
Networking_Systems/BerkeleySockets/BS_net.cpp:161:13: warning: unused variable ‘r’ [-Wunused-variable]
g++ -Wall -s -O3 -IPlatforms/xlib/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/BerkeleySockets/Info -IUniversal_System/Info -I. -Wall -s -O3 -MMD -MP -c -o .eobjs/Linux/Linux/Run/SHELLmain.o SHELLmain.cpp
make[1]: Leaving directory `/home/joey/enigma-dev/ENIGMAsystem/SHELL'
make: *** [Game] Error 2
Thanks
Joe
12
Issues Help Desk / keyboard_string command
« on: September 07, 2013, 08:48:31 pm »
Hi
I am trying to use keyboard_string command to input information. I can not use get_string because of gtk problem with Ubuntu.
Typing in a name and then enter will not stop the input of info, it's like it wants to input all 1024 characters it excepts.
In draw event
Please let me know what I'm doing wrong.
Thanks
Joe
I am trying to use keyboard_string command to input information. I can not use get_string because of gtk problem with Ubuntu.
Typing in a name and then enter will not stop the input of info, it's like it wants to input all 1024 characters it excepts.
In draw event
Code: [Select]
draw_text(10,20,"Enter your name here: "+string(keyboard_string));
if (keyboard_check_pressed(vk_enter))
{
alarm[0];
}
Please let me know what I'm doing wrong.
Thanks
Joe
13
Off-Topic / A new idea for a spin off to Angry Birds Game.
« on: August 18, 2013, 03:52:14 pm »
Here'a a link of a new idea for Angry Birds spin off.
http://screen.yahoo.com/daredevil-bride-throws-bouquet-huge-230008716.html
Enjoy
Joe
http://screen.yahoo.com/daredevil-bride-throws-bouquet-huge-230008716.html
Enjoy
Joe
14
Issues Help Desk / Network funtions not working: Unknown function or script `net_init'
« on: August 10, 2013, 08:26:15 pm »
I tested out the new network functions and get the following error: Unknown function or script `net_init'
Also tested net_cleanup and net_connect_tcp got the same thing.
Before I started I recloned github, updated binaries and winpatch.
I have Ubuntu 12.04
Maybe there is an extension I need to download or settings to change.
Please help.
Thanks
Joe
Also tested net_cleanup and net_connect_tcp got the same thing.
Before I started I recloned github, updated binaries and winpatch.
I have Ubuntu 12.04
Maybe there is an extension I need to download or settings to change.
Please help.
Thanks
Joe
15
Works in Progress / My first completed game with Enigma: Intygamer's Pong
« on: August 03, 2013, 10:17:24 pm »
Here's the link to the gmk file.
http://www.mediafire.com/download/a02zh6268k15jab/Intygamers_pong_v1.gmk
This is my first completed game with Enigma. I am also working on Asteroids, Biplane Battle, and Tank Battle game which I will eventually post.
The Pong game I would like to make a tutorial for it. If anybody sees any bad progamming practices in the code, please post on here so I can learn to do it the right way and make a better tutorial.
In this game of Pong, you can play against yourself, a human opponent or computer opponent with 3 levels of difficulty. There is a menu at the beginning that allows you to make your game selections.
When looking at the code, obj_change_variables, allows you to easily change computer opponents speed and reaction time for all 3 levels of difficulty. Also you can change the amount of speed increase when the ball hits the wall, and a setting for when it hits the paddles. I put in speed increases to help eliminate vollys that take forever. You can also adjust ball speed and max ball speed. I put in max speed because the ball can go so fast, it would go right threw the paddle, maybe somebody can give me advise for that.
If anybody has any programming sugestions, please post here and I will make the corrections and repost the game.
Enjoy
Thanks
Joe
http://www.mediafire.com/download/a02zh6268k15jab/Intygamers_pong_v1.gmk
This is my first completed game with Enigma. I am also working on Asteroids, Biplane Battle, and Tank Battle game which I will eventually post.
The Pong game I would like to make a tutorial for it. If anybody sees any bad progamming practices in the code, please post on here so I can learn to do it the right way and make a better tutorial.
In this game of Pong, you can play against yourself, a human opponent or computer opponent with 3 levels of difficulty. There is a menu at the beginning that allows you to make your game selections.
When looking at the code, obj_change_variables, allows you to easily change computer opponents speed and reaction time for all 3 levels of difficulty. Also you can change the amount of speed increase when the ball hits the wall, and a setting for when it hits the paddles. I put in speed increases to help eliminate vollys that take forever. You can also adjust ball speed and max ball speed. I put in max speed because the ball can go so fast, it would go right threw the paddle, maybe somebody can give me advise for that.
If anybody has any programming sugestions, please post here and I will make the corrections and repost the game.
Enjoy
Thanks
Joe