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1486
General ENIGMA / Re: Recodes
« on: July 25, 2012, 02:47:42 pm »
I have been bitching about that for years. When I was capable enough to do something about it I did. I added all of the functions I could think of to make this actually useful. Now it kind of is, just that it can't export a finished game. When that is done then its mostly finished.
Josh really likes to write parsers. We have known that for years.
Josh really likes to write parsers. We have known that for years.
1487
General ENIGMA / Re: Liberated Pixel Cup beta-entry
« on: July 22, 2012, 12:02:55 pm »Quote
Also, we sometimes go by "ENIGMA Development Environment."While actually the development environment is LGM. Although I though if ENIGMA uses a custom'ish version of LGM and it is the main use of LGM, then maybe it could be changed to fit ENIGMA project more. Like renaming it and making a new loading image. But that's just a thought. I know Ism would mind.
1488
General ENIGMA / Re: Liberated Pixel Cup beta-entry
« on: July 22, 2012, 05:17:22 am »
Okay this time it was a lot easier. Maybe even to easy, but as these are only the first few levels then I think its ok. If you added some story (if you have any) and more and longer levels then it could be fun. Also, maybe fullscreen and such, but all of that is up to you and what you really want to make.
I did notice you had ENIGMA Game Maker in credits. Did you want to refer to both? ENIGMA is actually just called ENIGMA. Its the compiler/engine part and its not really related to GM. LateralGM is the IDE.
I did notice you had ENIGMA Game Maker in credits. Did you want to refer to both? ENIGMA is actually just called ENIGMA. Its the compiler/engine part and its not really related to GM. LateralGM is the IDE.
1489
General ENIGMA / Re: Liberated Pixel Cup beta-entry
« on: July 20, 2012, 02:35:13 pm »
Okay, I ran it on windows and it works fine. The game is impossibly hard though. I could only finish the first encounter. The second and third is beyond my abilities no matter what I do. The only tactic that seems to work is hiding behind terrain. Your enemies use simple move forward which doesn't allow them to pathfind, so they get stuck. I did make pathfinding functions which would be useful here.
1490
General ENIGMA / Re: Liberated Pixel Cup beta-entry
« on: July 20, 2012, 09:34:55 am »Quote
Though I must say, your use of the sprite max ID is concerning, as sprite IDs can become fragmented (hence the need for sprite_exists).Well, but there is no other way. Unless we (with that I mean you) create some sprite iterator. But I suspect it wouldn't be any more different than what he is doing right now. I for example did the same thing in GM. But because GM doesn't have sprite ID max variable, then I just had to use a large number (e.g. 20000) and check if _exists returns negative 100 or so times in a row and then break the cycle.
1491
Issues Help Desk / Re: ENIGMA Shell crashes on Win 7 64-bit
« on: July 19, 2012, 01:57:20 pm »
Its weird that ATI publishes broken official drivers that glitches for such a high profile game.
1492
General ENIGMA / Re: Liberated Pixel Cup beta-entry
« on: July 19, 2012, 10:06:05 am »
1. From the screenshot and the sprite animations I see its looking very good and profesional. So good job.
2. Is it made totally in ENIGMA or you used GM and then just compiled in ENIGMA? By the looks of it, its the former, because you use things like "var something = 10" which is invalid in GM. You could of used some data types to make it faster and semicolons at the end of the lines wouldn't hurt either.
3. Have you made custom functions? I can't compile because I don't have functions such as "get_sprite_idmax", and I don't remember having them.
2. Is it made totally in ENIGMA or you used GM and then just compiled in ENIGMA? By the looks of it, its the former, because you use things like "var something = 10" which is invalid in GM. You could of used some data types to make it faster and semicolons at the end of the lines wouldn't hurt either.
3. Have you made custom functions? I can't compile because I don't have functions such as "get_sprite_idmax", and I don't remember having them.
1493
Announcements / Re: Screw it
« on: July 14, 2012, 04:23:37 am »
I love windows (well.. maybe only a little).
GML and in extent EDL is basically C anyway. There is a reason why instances are int and this int is passed to other functions (i.e. not inst.point_distance(x,y) but point_distance(inst.x,inst.y,x,y)). So if basic things work (together with arrays which apparently doesn't?) then its good to go. The current parser has problems with varargs in scripts, script arguments in with(){} and the lack of way to declare global arrays (global var array[]) among other things. So I pray that this mostly works as intended.
GML and in extent EDL is basically C anyway. There is a reason why instances are int and this int is passed to other functions (i.e. not inst.point_distance(x,y) but point_distance(inst.x,inst.y,x,y)). So if basic things work (together with arrays which apparently doesn't?) then its good to go. The current parser has problems with varargs in scripts, script arguments in with(){} and the lack of way to declare global arrays (global var array[]) among other things. So I pray that this mostly works as intended.
1495
Announcements / Re: Das Newspost
« on: July 11, 2012, 11:14:10 am »Quote
I don't know how you find yourself in these messes.Well usually the problems I face is what everyone faces. Its just that no one else seem to care while I am a perfectionist (sort of) and I want ENIGMA to be as good as possible. I, sadly, can only work on functions and no matter how hard I try I can't figure the bigger systems out (like the extension system, the makefiles, configuration files etc.). And the problems lie there. So you should take a few days in the future and just clean up ENIGMA, so it can output ready files (so no temp bull) and create as small and fast files possible. When I add -Os to some configs/makefiles it doesn't make any difference and that is why I can't do it.
1496
Announcements / Re: Das Newspost
« on: July 11, 2012, 07:47:50 am »
And this 5.67% was done in how long? Hopefully it wont take the rest of the year, because ENIGMA needs to be cleaned up again. The .exe size it creates is very big (even when all of the extensions are turned off as well as sound and collision systems) and the extension system makefiles have problems with dependencies. For example, I created an extensions that I had to link with a lib, after that it works fine, but if I disable the extension (so I can't use the functions) I still need to supply the .dll the lib was for. So basically I now have 5 ENIGMA's for 5 different extensions so I can create 5 programs/games.
1497
Issues Help Desk / Re: Simple Transformations
« on: June 30, 2012, 06:12:35 am »Quote
If I'm not mistaken, that measure's a little imprecise. It wouldn't really matter unless you had something like thisNo, it still works then as well. Of course its "jittery" because then its so stretched out, that a few pixels in the quadrilateral moves the point in the rectangle a lot more. But its still how it should be. Of course in my case it wouldn't be in a shape like that, as I would have parallelograms and such.
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Taking a distance from cornersI tried that, but not sure what you mean. Basically the exact same thing I do here, but the distances are from corners?
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You don't need to use the sqrt function, since all you are interested in is proportions.True. I will try to remake the whole thing in a script and optimize it on the way.
edit: Still don't get it. What ratio should I take? I can't take one distance from the corner and the distance from the opposite corner and just get ratio from them. But taking corner distance would be a lot faster, so if it is possible then I would love to figure this out. As I would not need to calculate intersection point of two lines four times.
1498
Issues Help Desk / Re: Simple Transformations
« on: June 29, 2012, 03:20:04 pm »
Here is how I did it:
Basically I need to get the distance from the sides to the point (which is computationally quite expensive), but it works. Now I am thinking if there is any better or faster way. Now I basically do this 4 times. The 640x480 could be anything, I just needed it for that size.
You can download an example exe here. When run, press 4 to get the final working version. If you can't run the executable, then I guess I can give the gmk.
Basically I need to get the distance from the sides to the point (which is computationally quite expensive), but it works. Now I am thinking if there is any better or faster way. Now I basically do this 4 times. The 640x480 could be anything, I just needed it for that size.
You can download an example exe here. When run, press 4 to get the final working version. If you can't run the executable, then I guess I can give the gmk.
1499
Issues Help Desk / Re: Simple Transformations
« on: June 28, 2012, 01:02:42 pm »Quote
My first thought would be to represent the point in terms of four distances.Ok, so the distances from the four corners of the quadrilateral. But wouldn't that mean that I have to recalculate A,B,C,D all the time? I will try something along those lines.
What's stupid is that I can't find the answer on the net, because I don't know how you would describe it. Its some kind of projection or interpolation problem...
1500
Issues Help Desk / Simple Transformations
« on: June 28, 2012, 08:49:17 am »
Hi. Not really connected to ENIGMA, but still thought I might ask here. In one of my projects I need to transform from a convex quadrilateral to a rectangle. I though of just using bilinear interpolation, but got stuck at some basic ideas - mainly that the points for the convex quadrilateral with the point P has the origin still at the top left and so x0,y0 isn't 0,0 as it is in rectangle case. Here is a picture:
(note x0,y0, x1,y1... and so on are of course different for both the quadrilateral and the rectangle, I just named them the same)
As the transformation would be linear then the math isn't that hard, but I am tired now and if someone can figure it out in the next few hours while I am away, then that person gets a cookie (a virtual one).
(note x0,y0, x1,y1... and so on are of course different for both the quadrilateral and the rectangle, I just named them the same)
As the transformation would be linear then the math isn't that hard, but I am tired now and if someone can figure it out in the next few hours while I am away, then that person gets a cookie (a virtual one).
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