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2131
Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 06:51:31 pm »
All these bugs are related to 1 thing and 1 thing only. Objects locals do not currently work in scripts, it is a bug somebody needs to fix but nobody has yet purely because most people use scripts like functions in C++ and rarely use them like methods.
2132
Issues Help Desk / Re: Populating communication buffer. This may take a while on large files...FOREVER
« on: November 06, 2013, 04:12:20 pm »
Ok try this version I just uploaded for the new Linux packages.
https://www.dropbox.com/s/mlpqc3la3e23b69/lateralgm.jar
Also copy over and overwrite the plugin.
https://www.dropbox.com/s/xlhhp1z218ig3rr/enigma.jar
Because there was also a font bug, also be sure to rememember this is an early beta of LGM 1.8.3 so do NOT try to save a GMX with it.
Also are you on Windows or Linux?
https://www.dropbox.com/s/mlpqc3la3e23b69/lateralgm.jar
Also copy over and overwrite the plugin.
https://www.dropbox.com/s/xlhhp1z218ig3rr/enigma.jar
Because there was also a font bug, also be sure to rememember this is an early beta of LGM 1.8.3 so do NOT try to save a GMX with it.
Also are you on Windows or Linux?
2133
Issues Help Desk / Re: Populating communication buffer. This may take a while on large files...FOREVER
« on: November 06, 2013, 09:07:53 am »
Hey ok I am back. When I first tried to open this GMX I thought it wouldn't open assuming it was something wrong with my GMX reader. But now, I opened it and all I had to change was 1 if statement in obj_unit_par and I got these results.
2134
Announcements / Re: Project Mario
« on: November 05, 2013, 06:03:27 pm »
fervi, I am not sure about it compiling for Linux or not as it uses a lot of the Windows specific features from Game Maker 8.1, however, go to Build->Settings and select "Extensions" and enable ini file system, it allows ini file reading/writing on Linux.
2135
Announcements / Project Mario
« on: November 05, 2013, 05:44:33 pm »I have recently managed to get the Project Mario game I made open source working in ENIGMA. Above are the screenshots of how good I managed to get it.
There are a few anomalies still, zwriteenable causes it not to work in OpenGL3, the start menu's do not render correctly, and there are still collision glitches except now they cause the game to crash.
You can download the latest version from the original topic.
http://enigma-dev.org/forums/index.php?topic=1161
I would appreciate if you guys could download and test this for me to ensure it's working as good as I have got it. You will need to update the engine either by redownloading the Portable ZIP if you are on Windows or updating through git.
It would also help if you guys could modify the settings.cfg configuration file and let me know what the highest FPS you can get is. I get around 150-220fps with a %50 reduction in RAM usage from the Game Maker version which uses 93000 K where ENIGMA uses 40000 K
2136
Proposals / Re: New Export Options
« on: November 05, 2013, 05:24:26 pm »
lololoololol
TKG, the reason ports aren't popular with us right now is because when Josh finishes that new compiler it has what is called pretty printers, it makes it agnostic for the outputted C++ in Preprocess_Environment_Editable which basically is the folder that contains your entire game outputted to C++, it makes it abstract to convert that C++ to JavaScript and stuff for like HTML5, etc. Under graphics_systems you can see there is GLES and WebGL stuff that was for those ports, since our entire engine is linked to your game as a dll or more technically a shared object.
The popularity of ENIGMA which is growing however may just spark a few community built ports/hacks for the time being that we can't keep up with, but if that happens it doesn't really matter anyway, my main goal is stability again for desktops and ensuring compatibility.
TKG, the reason ports aren't popular with us right now is because when Josh finishes that new compiler it has what is called pretty printers, it makes it agnostic for the outputted C++ in Preprocess_Environment_Editable which basically is the folder that contains your entire game outputted to C++, it makes it abstract to convert that C++ to JavaScript and stuff for like HTML5, etc. Under graphics_systems you can see there is GLES and WebGL stuff that was for those ports, since our entire engine is linked to your game as a dll or more technically a shared object.
The popularity of ENIGMA which is growing however may just spark a few community built ports/hacks for the time being that we can't keep up with, but if that happens it doesn't really matter anyway, my main goal is stability again for desktops and ensuring compatibility.
2137
Issues Help Desk / Re: Something is wrong with my install
« on: November 05, 2013, 05:21:53 pm »
db, it's just the display_reset function I am not on Linux and tried to commit it from Windows, but nevertheless if you git update it should go away or you can just go into enigma-dev/ENIGMAsystem/SHELL/Bridges/Xlib-OpenGL1/graphics_bridge.cpp and remove the code from the function, not the whole thing just make the function not do anything.
I am sorry about that.
I am sorry about that.
2138
Issues Help Desk / Re: Something is wrong with my install
« on: November 05, 2013, 04:33:16 pm »
Good news db, these are easily fixable
I accidentally committed the fixes to image formats the other day with a head from the Windows API, sorry about that. As soon as you edit that line you should be good to go then and just reopen ENIGMA.
Quote
http://pastebin.com/0ywLeNkFThose are JDI errors and do not affect anything yet, it is the parser half failing to parse the Standard Template Library for C++, everybody gets them including me, they don't affect anything yet. They will in the future however when they are fixed allow you to use vectors, maps, ques, and just other various parts of the STL. But don't worry about them for right now.
Quote
Universal_System/image_formats.cpp:30:21: fatal error: windows.h: No such file or directoryThis is the only error actually. Please open that file from enigma-dev/ENIGMAsystem/SHELL/image_formats.cpp and go to line 30 and remove the include for windows.h
I accidentally committed the fixes to image formats the other day with a head from the Windows API, sorry about that. As soon as you edit that line you should be good to go then and just reopen ENIGMA.
2139
General ENIGMA / Re: Creation Orders
« on: November 05, 2013, 11:01:00 am »
No, not really, I am not concerned with it Josh, just use the version that likely works with the most games. It is not like ENIGMA is closed source or you know, proprietary. And besides aren't we supposed to do something down to road to make events.res more modular so that it can change the order of events and stuff, like right from the IDE, I thought that was something we were planning or something? I don't know.
2140
General ENIGMA / Creation Orders
« on: November 05, 2013, 09:42:44 am »Code: [Select]
GameMaker: Stupido
object create
instance create
game start
room create
room start
ENIGMA
object create
game start
room create
instance create
room start
Game Maker 8.1
instance create
object create
game start
room create
room start
Every single one is different, ours is closer to 8.1 though.
2141
Issues Help Desk / Re: Populating communication buffer. This may take a while on large files...FOREVER
« on: November 05, 2013, 08:30:43 am »
No this is an issue inside LGM actually my latest build fails to load with it altogether I will have to fix it for LGM 1.8.3 I will also be adding a GMX writer and will make sure a lot of these GMX bugs are fixed. But uhm, sorry it took me a day to respond, I have been working on getting my Mario game working and I really want to finish this and then I will be back on LGM again.
2142
General ENIGMA / Re: Animated Portable Network Graphics
« on: November 04, 2013, 01:34:22 pm »
Harri, the only plugin I have is for icon files though.
2143
General ENIGMA / Animated Portable Network Graphics
« on: November 04, 2013, 01:02:41 pm »So while I was working to clean up all this image format handling code of ours I happened to notice this after updating Paint.NET
So it appears APNG is becoming a standard format now, I am so glad, one really nice thing I liked about ENIGMA was APNG, PNG format is master race.
2144
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: November 04, 2013, 10:48:32 am »
Yes I wouldn't be surprised Microsoft tends to make a lot of their stuff incompatible, but like I said we can do some other lib for a cross platform version, as you don't see too many game engines that are capable of video rendering on billboards and stuff, it would just be a nice selling point is all I am saying, I just got more important things to do is all right now, can't focus on it.
2145
Issues Help Desk / Re: Populating communication buffer. This may take a while on large files...FOREVER
« on: November 04, 2013, 10:43:54 am »
Polygone, useless
As I had presumed there was an exception in the plugin when populating sprites. Do you have any sprites in the project with no image data? i.e. width=0, height=0, ?
Quote
>> Checking ancestor object_collisions
>> Checking ancestor object_transform
>> Checking ancestor object_graphics
>> Checking ancestor object_planar
>> Checking ancestor object_basic
Exception in thread "Thread-7" java.lang.NullPointerException
at org.enigma.EnigmaWriter.populateSprites(EnigmaWriter.java:338)
at org.enigma.EnigmaWriter.populateStruct(EnigmaWriter.java:141)
at org.enigma.EnigmaWriter.prepareStruct(EnigmaWriter.java:131)
at org.enigma.EnigmaRunner$CompilerThread.run(EnigmaRunner.java:622)
Determining build target...
As I had presumed there was an exception in the plugin when populating sprites. Do you have any sprites in the project with no image data? i.e. width=0, height=0, ?
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