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Author Topic: Project Extentions  (Read 3861 times)
Offline (Unknown gender) FroggestSpirit
Posted on: June 19, 2014, 07:14:33 am

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Just wondering, what type of extention are the majority of you using? I like to use EGM myself, but I feel a lot of demos or something might be in GMK (maybe just to compare in GayMaker). Are any of the extentions more stable than EGM?
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This isn't easy to say, but…
Offline (Unknown gender) TheExDeus
Reply #1 Posted on: June 19, 2014, 12:18:55 pm

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I use gmk (GM version 8) and egm. Now I mostly use EGM as it has stabilized a little.
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Offline (Unknown gender) Darkstar2
Reply #2 Posted on: June 19, 2014, 12:22:54 pm
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Just wondering, what type of extention are the majority of you using? I like to use EGM myself, but I feel a lot of demos or something might be in GMK (maybe just to compare in GayMaker). Are any of the extentions more stable than EGM?

You mean file format ?   I use EGM all the time, as I now work in ENIGMA 100%.
Majority of my project has EDL and C++ in it, and would not be compatible inside GM, so I would have to use EGM.

There are still issues in ENIGMA regarding importing GM project or exporting GM projects.  When writing a project inside LGM and saving it in any GM format, when I import it in the latest version of GM it gives out asset compiler errors.  even if the code is 100% compliant.  Oddly, when copying the same code into a new GM project it works.   Same for when bringing GM stuff into EGM, certain things are buggy until saved and reloaded.

So now I work with EGM all the way, only problem I discovered yesterday is that when disabling D&D, since I don't use D&D and all code, it does not get saved with the EGM lol.

I really hope this shit gets sorted out. :D
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Offline (Unknown gender) Darkstar2
Reply #3 Posted on: June 19, 2014, 12:25:09 pm
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I use gmk (GM version 8) and egm. Now I mostly use EGM as it has stabilized a little.

Be careful !  I found out a major bug yesterday.  EGM discards all code in events when you save.  I had an entire project wiped clean of all code in all objects.  Only in EGM, code is not saved when D&D is disabled. :P 

I personally like D&D display disabled, it removes the D&D lib panel and action area, and frees some precious screen space since I do 100% code.
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Offline (Male) Goombert
Reply #4 Posted on: June 19, 2014, 02:00:39 pm

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Every format has it's positives and negatives.

GMK: Been supported a lot longer, very stable, loads and saves the fastest because its just a strict binary stream, but does not support certain properties or settings such as ENIGMA settings or shaders.
GMX: Newer, uncompressed, easy to fix if a resource is corrupted, takes longer to parse, currently loads slower and uses more RAM because the XML has to be parsed but in the future this will be the opposite because it can be optimized as a result of being uncompressed. Supports the latest properties and settings and things like shaders, but does not support some ENIGMA things like ENIGMA settings, but can be expanded to do so.
EGM: Custom format, can save ENIGMA specific settings and properties, specification is not completely finished however and is subject to change as the engine grows. The format is also compressed, we will need to develop an uncompressed version of the format, IDE's should not work with compressed formats, this is why Studio has GMZ as an export option, not as a save option.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) Darkstar2
Reply #5 Posted on: June 19, 2014, 04:06:50 pm
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Every format has it's positives and negatives.

GMK: Been supported a lot longer, very stable, loads and saves the fastest because its just a strict binary stream, but does not support certain properties or settings such as ENIGMA settings
GMK, GMX, etc.

Yes that's one big disadvantage, and why I like EGM because it saves ENIGMA properties and I don't have to set everything back and extensions each time I re-load the project.  :)

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EGM: Custom format, can save ENIGMA specific settings and properties, specification is not completely finished however and is subject to change as the engine grows. The format is also compressed, we will need to develop an uncompressed version of the format, IDE's should not work with compressed formats, this is why Studio has GMZ as an export option, not as a save option.

When you say compressed does it compress everything ? Meaning if I use uncompressed resources in my games will saving to EGM cause recompression each time ? that sucks major balls.  Or is it just using non lossy compression or what ?   I know that EGM files can be opened with 7z, WInrar, etc.
I know it does compress images but it is my understanding it uses PNG.  So does this mean each time I save it recompresses a generation on image, sound ,etc ?

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Offline (Unknown gender) TheExDeus
Reply #6 Posted on: June 19, 2014, 05:26:33 pm

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When you say compressed does it compress everything ? Meaning if I use uncompressed resources in my games will saving to EGM cause recompression each time ? that sucks major balls.  Or is it just using non lossy compression or what ?   I know that EGM files can be opened with 7z, WInrar, etc.
I know it does compress images but it is my understanding it uses PNG.  So does this mean each time I save it recompresses a generation on image, sound ,etc ?
It compresses the files, not the format. So no, it's not lossy and doesn't degrade your images or sounds. It's a regular .zip.
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Offline (Unknown gender) Darkstar2
Reply #7 Posted on: June 19, 2014, 05:32:33 pm
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Actually it does convert images to png, whether you use jpg, bmp, gif, etc. that's what I noticed when I opened an EGM using winrar.

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Offline (Male) Goombert
Reply #8 Posted on: June 19, 2014, 05:35:47 pm

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GM does the same thing, this means our CLI or w/e will also only have to load PNG's. Anyway, as Harri said it's just a regular zip not a 7zip or anything, and since we've had this format since like '07 there's reason to believe we may have inspired GMZ.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) TheExDeus
Reply #9 Posted on: June 20, 2014, 03:26:45 am

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Actually it does convert images to png, whether you use jpg, bmp, gif, etc. that's what I noticed when I opened an EGM using winrar.
True. So yes, it changes that format, but it changes it to lossless PNG, so my point is still valid. You won't get any generational degradation.
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Offline (Unknown gender) Darkstar2
Reply #10 Posted on: June 20, 2014, 03:35:11 am
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Of silly me, of course it has to do so for the alpha channel :D

So long as it is not converting sounds to crap quality as was done in earlier version of crapmaker.
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Offline (Unknown gender) onpon
Reply #11 Posted on: June 20, 2014, 04:57:55 am

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I didn't even know lossy PNG was possible. In any case, it's a hack that involves directly changing the image before using the normal lossless compression. Assuming that a PNG is lossy doesn't make any sense.
« Last Edit: June 20, 2014, 05:05:57 am by onpon » Logged
Offline (Male) time-killer-games
Reply #12 Posted on: June 20, 2014, 02:55:09 pm

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I use GMX mainly.
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