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Messages - Goombert

Tips, Tutorials, Examples / Advanced Platform Example
« on: December 10, 2014, 12:44:11 am »
This is just a heads up I ran across the tutorial for GM6 over at the GMC and it works perfectly in ENIGMA with no changes.

You can follow the tutorial from start to finish with ENIGMA.

General ENIGMA / New Portable
« on: December 10, 2014, 12:04:40 am »

I decided to build a new Portable, it's been quite a while and the old one has gotten stale, plus most of the changes have been pretty stable and well received.

You can get it from the Windows install page.

This release includes several of the latest LGM and plugin changes such as all the awesome searching in resources features and what not, you can check the other topic for that info.

Let me point out some specific engine/compiler changes brought by this ZIP release:
1) Window flags were fixed to make extensions like Ultimate3D work, they are exactly the same flags used by GM8's window.
2) Object writing was refactored to use an instance tree by Josh, this makes several other future compiler fixes much easier.
3) With(self) was fixed by sorlok which makes Polygonz Sonic engine work again
4) instance_change fix provided by sorlok
5) Surface fixes and other GL changes by Harri
6) instance_deactivate_object fix by sorlok
7) Timelines infinite loop fixed by sorlok
8) Persistence memory leak fixed by Josh
9) Array length functionality and var overloading implemented by sorlok

There's been a ton of other changes but I don't see them as that important to list here, if you think one should be then tell me.

General ENIGMA / Re: Externalizing LateralGM
« on: December 09, 2014, 10:49:31 pm »
Just an update to this, I figured out why isDirectory() was not working when iterating through a Jar, you have to export the directory structure info with the jar from the jardescription.

General ENIGMA / Re: Quick question on fonts
« on: December 09, 2014, 12:45:58 am »
No it's the copyright of the font TKG, the ones in word are likely free or permissive DS2, and I do believe changing the format can sometimes get around that TKG, such as if it were vector instead of bitmap.

General ENIGMA / Re: Busy busy, like a bee
« on: December 09, 2014, 12:01:55 am »
I just tested sorlok and building an exe with the "None" window system did not force open a terminal/cmd. It's probably something minor within the cross-compiler. I don't know whether or not Linux builds force a terminal open or not. We should probably add a preference for this somewhere, but then again I want to abstract systems such as "None" and "Shell" because they also mean two different things in graphics. None means absolutely no symbols, nothing at all, shell simply means the functions are shelled and able to work on any platform, headless in other words.

Developing ENIGMA / Re: LateralGM
« on: December 08, 2014, 03:42:30 pm »
Thanks egofree, and thanks for your fixes too otherwise I probably wouldn't have noticed the tile names for quite some time, it looks like I got the instance names a long time ago. I was actually thinking about the undo/redo buttons right now since I was going to add instance creation ordering to the room editor, but you seem to be working in the same files right now. I got this release out to avoid us having conflicts in our commits.

As for the close button, GM's is layed out quite similar, I combined all effects to one frame. It's fine for now, just don't stress about it. Too many bigger things to worry about right now, we can always come back to things. Also the size of the combo can't really be fixed, the preferred size cuts off the strings and the default size makes it fill the whole width, so I went with getPreferredSize().width * 2 for now.

Also try to use the edit button more, this topic is getting too many pages and we keep going to a new page too quickly, last page only had 2 releases.

Developing ENIGMA / Re: LateralGM
« on: December 08, 2014, 01:52:11 pm »
Here's another quick update, I've included some fixes from egofree, and I've finally finished that image effects frame!

You can update as usual using python or manually from the Extra Packages page.

1) Image effects frame implemented and 12 basic effects including Colorize, Intensity, Outline, Emboss, Black and White, Invert Color, Remove Color, Remove Transparency, Sharpen, Blur, Opacity, and Edge detection. The little green spray paint can icon on the sprite and background frame will open the image effects frame. For sprites you can apply it to all selected subimages, otherwise just select 1 subimage, if no subimages are selected it will be applied to every subimage.

2) Fixed a bug in the search feature, resource action arguments will now be searched by name, useful for finding all uses of a script for instance.

3) A fix was included by egofree for the GMX writer to give all tiles unique names using the id, which works with Studio though is less hash-like. A similar fix was previously included for instances by myself.

4) Fixed exception in instance list of the room editor when selected instance has a non-existant object reference. For example you create an instance of an object and then delete the object resource, the instance becomes of unlinked.

5) Moved transparency functions, such as for checkered patterns, to Utility class.

Proposals / Re: Improving tiles editing
« on: December 08, 2014, 01:38:14 pm »
I am fine with this change.

General ENIGMA / Re: Busy busy, like a bee
« on: December 08, 2014, 09:07:05 am »
TheExDeus his problem could be that he's using a cross compiler. Sorlok I always thought it was weird that your games would open a terminal, they aren't supposed to do that.

General ENIGMA / Re: Code Action Comments
« on: December 08, 2014, 12:37:51 am »
Josh, how could we parse the comments to look for an @description field?

General ENIGMA / Re: Busy busy, like a bee
« on: December 07, 2014, 11:37:41 pm »
No problem sorlok and let me know if you need anything else! We also got that instance tree merged now so the other things you were working on when you get back to them should go a lot smoother now. :D

General ENIGMA / Re: Busy busy, like a bee
« on: December 07, 2014, 11:24:51 pm »
Haha not bad for the time completed sorlok! I made it all the way to level 4 before dying from a cactus, I feel these cactus's are a little overpowered, I don't want to sound like a noob though lol I don't play a lot of games anymore. Is there somewhere I can vote for your game or anything?

General ENIGMA / Re: Code Action Comments
« on: December 07, 2014, 10:16:11 pm »
I can't decide if I like it or not, it just seems like this may not play well with doxygen comments if say the user uses doxygen copyright headers.

Off-Topic / Re: what if Atari bought GM instead?
« on: December 07, 2014, 09:46:33 pm »

It would probably be just as bad as it is now, Atari is not that great at innovating, though I doubt as much would be broken, progress would just have been a lot slower.

Studio would be as incomplete as Timmy Vermicelli

General ENIGMA / Code Action Comments
« on: December 07, 2014, 06:41:41 pm »
This has been in Studio for a while, you can use /// on the first line of code action to change its descriptive label. I just want to know what everyone thinks of this feature, maybe we could add it to LGM or not, would just like to know what people think.

From the GMC: