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Messages - Goombert

General ENIGMA / Game Maker 8.1 uses half the ram ENIGMA does
« on: August 08, 2013, 01:58:39 pm »

Alright seriously this is sickening this crap needs removed from the compiler output, this is a game engine FOR CHILDREN, do you have no morals or common sense Josh? This does nothing more than show you have a very poor ability to articulate yourself, and it affects the rest of us developers as well. The information it outputs is not even relevant, you can't properly debug stuff like this, it is just making a fucking laughing stock of us. DatZach is right, this is why we are the butt of every fucking joke.

General ENIGMA / Patching and rebuilding the portable ZIP
« on: August 08, 2013, 09:44:07 am »
These are instructions are on rebuilding the portable ZIP when new LateralGM versions need included or other bug fixes/changes.

Patching and rebuilding.

Step 1
Download and install 7zip, if you already have it, continue to the next step.
Step 2
Open 7zip and navigate to the directory where the you ENGIMA's portable ZIP located, right click and hit 7zip->Open Archive. If you don't have a copy of the latest portable ZIP just get it from the link below.
Step 3
Apply your changes to the archive, make sure you do not run LateralGM or ENIGMA or it will download the repository and you'll bloat the ZIP and defeat the purpose. You can also extract the entire ZIP and then rebuild it with 7zip by leaving the default compression and simply enabling "Create SFX" under "Options" to create the self extracting zip as an executable (*.exe)
Step 4
Ok we are all done with that then!

Hacking the ZIP icon, description, and copyright information.

Step 1
Download and install Resource Hacker from the link below, if you do not already have it, which is the program we are going to use to do this. Scroll down the page at the link below if you can't see the setup, its there, just scroll down a bit.
Step 2
Open Resource Hacker from Start->All Programs and hit File->Open then navigate to and open the self extracting ZIP you created. You can also just right click it in Windows Explorer and select "Open In Resource Hacker" it installs an option there by default, for me it does anyway.
Step 3
Make your changes to the exe, set the icon, and the copyright info, modify dialogues, etc.
Step 4
Save your changes to the exe, and reupload the ZIP somewhere and you're done.

General ENIGMA / Re: Frustum Culling and View Hashing
« on: August 08, 2013, 09:42:58 am »
Harri, that is exactly what I was proposing.

General ENIGMA / Re: Default Font Glyph
« on: August 08, 2013, 05:19:19 am »
Harri, it was that, and it was also the half pixel alignment. I can easily fix OpenGL 3 fonts, simply add a boolean flag to GmTexture struct called isFont, and check that when looping the textures in texture_set_interpolation

Just want to update everyone we are not only utilizing DirectX for graphics but for input, audio, and other systems/extensions as well to provide maximum native utilization of Windows API's for the platform.

Announcements / Re: XInput and Gamepads
« on: August 08, 2013, 05:01:06 am »
*Update* Windows Joystick functions implemented fully in a DirectInput extension...

General ENIGMA / Re: Default Font Glyph
« on: August 08, 2013, 02:51:51 am »

Harri, I think that is why at first that draw_text was screwing up in OpenGL 3 before you fixed it, cause that whiteness kind of looked like it was just the sprites using the font texture. Just saying, its already fixed, just sayin though.

Announcements / Re: XInput and Gamepads
« on: August 07, 2013, 02:19:56 pm »
There we go, wow I am amazed, I didn't even test this before committing them and me and cheeseboy got them working right away perfectly. Have fun with the new controller support guys!

Announcements / Re: XInput and Gamepads
« on: August 07, 2013, 10:39:08 am »
??? They are exactly the same as Yoyo's?

I don't know, I was just doing the same thing the other day though when working on D3D9 sprites to see if I could do transforms on them to make them billboards. Direct3D and OpenGL though require the same transformation to an ortho projection to make it not be flipped upside down. I think that is dumb they should just do it by default, especially when the sprite and 2D transform functions work the correct way, eg. render targets and surfaces too.

Announcements / XInput, Gamepads, and Windows Joysticks
« on: August 07, 2013, 09:12:09 am »
Well I implemented and finished up XInput and DirectInput extensions for Windows.

The constants...
The functions...

Greg has tested them already and we know they work, even from an emulator or virtual machine. Gamepads currently only support Xbox 360 controllers and only on Windows when you enable the XInput extension. You may connect up to 4 devices at any given time, but you should query xinput using the gamepad function provided to see the max number of gamepads you actually can connect. Everything is well documented for you guys, happy programming!

Also, here is a map of the control constants (right click->View Image to enlarge)...

Here is a simple little code example that you can move an object around with the left axis and run with the letter 'A' using.
Code: (edl) [Select]
// demonstrates using the 'A' button on player 1's Xbox 360 controller to move a player around the screen
var spd, lhaxis, lvaxis;
lhaxis = gamepad_axis_value(0, gp_axislh);
lvaxis = gamepad_axis_value(0, gp_axislv);
spd = sqrt(lhaxis * lhaxis + lvaxis * lvaxis) * 5; // calculate the magnitude
spd += gamepad_button_check(0, gp_face1) * 15; // when player is pressing 'A' speed will increase 15
direction = point_direction(0, 0, lhaxis, lvaxis); // use the value of the left axis to determine the player direction

x += lengthdir_x(spd, direction); // use the horizontal position of the left axis to throttle horizontal speed
y -= lengthdir_y(spd, direction); // use the vertical position of the left axis to throttle vertical speed

Issues Help Desk / Re: Warbird A13:02 in ENIGMA
« on: August 07, 2013, 05:36:20 am »
My apologies on thread placement. I'd thought that since the 3D Mario thing was in General Discussion this would fit next to it, guess not.
Don't worry about it, you don't have anything to apologize for, I posted mine there because I did not want to post it 2x in this section and I wanted to let the other developers know about the status of porting a rather big project.

The sounds worked, or at least played, using OpenAL. My apologies on the terminology, I don't have any sound_effect functions used, just "SFX" like the player shot and enemy bullet shots play correctly. The one where the sounds played strangely I believe was actually the DirectSound system.
Ok that makes a lot more sense, there may be a bug or two in our OpenAL audio system. But DirectSound I can tell you exactly what is wrong, the internal audio format works in WAV so I had to force all sounds to play in 16bit 14100KHz and 2 channels, so you can play multiple sounds but not the same sound averaged together, I need to write a mixer for it. DirectSound though is only for compatibility with people looking for sound_effect functions, I literally wrote it yesterday in just one day for that purpose, DirectSound is deprecated by Microsoft and has been for some time in favor of XAudio which works on Xbox 360 and which I am currently at the moment writing a system for.

I'm also not using any extra trickery with the screen, so no screen_refresh() or screen_redraw() is being used.
Ok, but just because you are not using them something like that could still be the issue when it goes to the next room the buffer might still be getting swapped but it is just not sorting the depths of objects.

I don't suppose the older functions for GM8 will be supported eventually? I found legacy support of GM:Studio EXEs to be rather horrible, and not just in function support but in that running an old computer and trying to load a GM:Studio game just won't work at all.
Well like I said about DX, we certainly do provide much more deprecated support than they do, especially for all the sound_* functions, we just don't offer execute_string as our engine actually compiles games so it can't do that or the variable_global_access, however we may possibly be able to add these in the future. I am also aware of Studio not working on older computers, it also does not run in a Virtual Machine, where as ENIGMA can run in emulators I have done it myself using VirtualBox. We also provide graphics systems like OpenGL1 for people with really old graphics hardware, in fact, a lot of people have come here because they have not been able to use Studio.

True, Harri, but what I find interesting, why you have to do the +1 with the other projection functions, it seems like you should be able to flip the upvector around to make it work.

Issues Help Desk / Re: Warbird A13:02 in ENIGMA
« on: August 07, 2013, 04:07:08 am »
Hello there! That is very good for us to hear that at least your game does run, we are starting to reach that stage in development, if you don't mind I am going to move your topic over to W.I.P. since you do have a playable demo.

I did not however meet up with you on the IRC today, I was there almost all day as well.

Sound effects however do.
Could you please tell us what audio system worked with the sound_effect functions? They have long since been deprecated by GameMaker: Studio but I just added a DirectSound audios system so that we could offer them for backwards compatibility.

parent event inheritance doesn't seem to work
Event inheritance and polymorphism will be added when our new compiler is finished, it is nearing completion, the current one in usage that compiles the engine and your game is like 5 years old.

for some reason the Warbird sprite appears after play in the center of the menu. Never seen it in GM before.
That could be related to a graphical inconsistency in screen_refresh or redraw, are you by chance using those functions?

Also, I would like to ask, where exactly did you download ENIGMA from? Did you use our Portable ZIP from the download page? I am going to download and test your game, will post back later.