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Messages - Goombert

Developing ENIGMA / Re: LateralGM
« on: November 09, 2014, 10:57:00 pm »
Another quick update I've added save functionality to the sprite and background frames including APNG support. You can in fact save all your subimages to an APNG with this feature, it will save the selected subimages on the frame or if none are selected it will save them all. GIF animation writing is not yet supported.

I used the new save button to export this animated monster from the Mark Overmar's FPS example to the APNG format.

As always you can get these changes through python or manually downloading the new jars.

Quote from: egofree
When you are doing a copy and several pastes one after the other, you've all actions selected :
I've discovered that as well, I'll see what I can do about it to restore it to expected behavior, but for now make sure the undo/redo behavior works.

Quote from: IsmAvatar
I certainly agree that it doesn't make sense for it to be present when there are no Objects to select Events for, but that said, removal of the button on such a main interface as the Toolbar might be a little too overt.
Perhaps as a compromise we could hide it when the user has it docked as a tab because we don't need 2 places on the main interface to get to it in 1 click.

Programming Help / Re: Constants?
« on: November 09, 2014, 09:53:12 pm »
They should at least be showing in the constants frame? I don't remember if they were actually finished or not but I started working on multiple configurations and never finished because I had a complete lack of direction on how to approach it. It would help if everyone could offer their opinions on multiple configurations. The configuration drop down on the main toolbar is obviously supposed to be letting you select the current configuration which GM Studio now ties to multiple constants, though I may be moving the constants back to Game Settings and just keep it all in one frame.

Issues Help Desk / Re: Can someone help me I have a question
« on: November 09, 2014, 09:50:21 pm »
Yes CainBeltrame, as Darkstar2 we've abstracted the project a great deal. If you for instance want to add a new function to the language you would do so in the engine which we call enigma-dev/ENIGMASystem/SHELL where new graphics and audio systems can be added as well as widgets and extensions to the universal system. LateralGM is an entirely separate project whose sole purpose is editing GM projects on multiple operating systems. ENIGMA offers the ability to compile games in LateralGM using a Java plugin with JNA (Java Native Access) to pass the games resources to the compiler which then translates the GML/EDL to C++ or JavaScript and links it to the main engine.

So to add the splash screen functionality you would have to expand the GameSettings resource that is passed to the compiler which would write the data to and link it to the engine. To simply add the splash screen functionality or even if you wanted to add it as functions you would either do so in a widget system or an extension. But to simply add it for adding and saving projects you would do so in LateralGM both in the Game Settings frame and GMK file reader/writer, though I believe the reader/writer already reads the images, LGM just does not let you change them.

Issues Help Desk / Re: Can someone help me I have a question
« on: November 09, 2014, 04:34:46 pm »
Hello CainBeltrame! We currently do not have splash progress bars because we are focusing more on the cross-platform stuff. I was actually planning to add the various platform options such as the new splash screen options and implement them to ENIGMA because it is easier to do for other platforms. We could always add them in as an extension however. Additionally as TheExDeus pointed out, LateralGM should still let you save those loading images to the project file because it is an IDE that can be used separately from ENIGMA because GM has no cross-platform IDE to edit projects in, LGM is the only solution for that so we make a point of making the programs separate. So are you at least able to save the progress images to the project file?

Edit: Ahhh yes I see the options are grayed out, I guess IsmAvatar did that to stop people from changing them. I'll have to implement them, possibly in the new LGM version.

Issues Help Desk / Re: LateralGM seems to have just... stopped compiling?
« on: November 09, 2014, 04:31:25 pm »
Since never lol, I usually try to make a clear distinction between problems in the plugin and LateralGM. The ico file issue was LGM, the segfault/crash happened when it got to the plugin because some data was corrupted.

Developing ENIGMA / Re: LateralGM
« on: November 09, 2014, 07:53:48 am »
Another quick update, you can download the same as always. I've added the line number panel found in Studio to the action list.

Quote from: egofree
Ok, i understand now. There is a problem with the focus. Within the objects window, if the actions list panel doesn't have the focus, the keyboards shortcuts don't work. I give an example : if you add several  new actions, and try CTRL-Z, it doesn't work if an action has not been selected before in the actions list panel.
That is actually a Swing issue, mouse released does not register focus on a component, only left mouse clicked. I had to work around that to make right click focus the selected node on the resource tree as well.

Developing ENIGMA / Re: LateralGM
« on: November 09, 2014, 06:14:59 am »
The clipboard, CTRL+Z/CTRL+Y and also the context menu, Right Click->Undo/Redo just like GM: Studio

Developing ENIGMA / Re: LateralGM
« on: November 09, 2014, 04:25:25 am »
The drag and drop component that is on the timeline frame and object frame? Drag and drop actions, hence Action List editor.

Issues Help Desk / Re: LateralGM seems to have just... stopped compiling?
« on: November 09, 2014, 12:49:43 am »
Just an update here onpon, sorlok has fixed the ico reader to be able to properly handle the icon in that game now. You can get the new LGM from my other topic.

The GitHub ticket will be automatically closed December 7th if no new issues arise in the interim.

Developing ENIGMA / Re: LateralGM
« on: November 09, 2014, 12:37:11 am »
Here's another update that took me a while to complete. As always python to update or manually download the jars from Extra Packages.

* Icon reading exception fixed by sorlok for some ico files that have empty/fake masks.
* Implemented undo and redo to the action list editors you can undo multiple actions such as move, cut, copy, paste, delete, and clear. The only thing that does not yet get undone is changes to the actions values, not even recognized yet as an undo operation.
* Fixed exceptions for some file open dialogs when you enter a filename for a file that does not exist. This needs further cleaned up.
* Added APNG loading to the sprite and background editor, the file extension will need to be ".apng" for LGM to load all the subimages from it, or it will think it's a regular PNG. It can be used to mix GIF's and APNG's in the sprite editor. This required moving the APNG reader/writer from the plugin to LGM.

In the following image you can see I mixed a sonic GIF with another APNG image, and also loaded another APNG image separately.

I encourage everyone to experiment with the action list undo implementation and ensure that everything works as you would expect and that undoing/redoing does not throw any exceptions, try as hard as you can to break it. And remember, try to also make an example with steps that I can easily reproduce for me to fix it. This is a very tricky feature and requires careful analysis.

Quote from: egofree
can't reproduce the error anymore. But why this event selector is in the main toolbar ? It's only for objects. It should be in the objects window. If you don't have an object open, it can't be used. This doesn't seem logical to me. This icon seems useless to me in this place. It is also displayed when you are in the objects events and you click on the modify button.
It has been in there since LGM was first started egofree, it's kind of unique to the application, occasionally I click on the button as well to get the panel. If you think it should be removed you should discuss it with everyone else, I personally don't have an opinion on it either way because if you don't use it, it's not in your way so it shouldn't bother you.

Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: November 08, 2014, 05:10:09 pm »
Hey you're welcome HitCoder!  (Y)

Developing ENIGMA / Re: LateralGM
« on: November 08, 2014, 04:46:21 am »
If you click that button, it should raise the event tab, unless you set the preference to undock it in which case it shows the frame. Also, the latter error log does not help me, I have no way of reproducing that and failed in doing so, everything seems to be working here, I need exact steps.

Developing ENIGMA / Re: LateralGM
« on: November 07, 2014, 04:29:24 pm »
Quick update with some small changes. You can update via python or by manually downloading the new jars.

* The MDI area scrollbars are now only shown when needed, so when you maximize a frame they will not be visible, just like normal MDI managers and the one in GM8.1, giving just a little more space on screen.
* Hardware acceleration is now forced off by default again, though I still need you guys to run it with it on and report issues to me because regardless of whether or not we fix them they still exist and only get worse as time goes on, the whole point of what I'm trying to do is fix these bugs and eliminate them for good which I can't do if you guys don't report them.
* Fixed a regression I accidentally left in the source code that caused the MDI frames to have skinny title panes under some look and feels, when testing I was setting the UI property "isPalette" on the frames.
* Fixed class cast exception when changing the window decorations preference caused by having open MDI frames.

Quote from: egofree
But i am not 100% sure. This week i had several updates for my Nvidia graphic drivers, and this could be the problem also.
From my research it seems that users with Nvidia graphics cards have the most problems with Java2D's hardware acceleration. Regardless, I still need issues reported to me because either way I can try to fix what needs to be fixed, I do not want to sweep issues under the rug, that's how LGM got so buggy in the first place.

Developing ENIGMA / Re: LateralGM
« on: November 07, 2014, 03:47:07 am »
Heh, you don't understand, the default by the JVM is actually on if the hardware supports it. The real issue is further bugs down inside LGM like executing GUI/Swing code on the EDT. But I will be turning the default to forcing it off in the next release.

Developing ENIGMA / Re: LateralGM
« on: November 06, 2014, 10:19:27 pm »
That's great to hear, the next release I'll force Direct3D back off by default, and hide these preferences. The majority of our issues now reside in the plugin I'd say.

But it would also still help to know if these issues with hard acceleration do not happen as badly when you use LGM separate from the plugin, as in download it to your desktop and run it without ENIGMA.