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Works in Progress / Re: Dungeon Blabber
« on: February 19, 2014, 10:38:53 pm »Hey guys just so you know this game is going to have nothing to do with any religion so if my games in the past have turned you off because it had religious content, I'm informing you, just to be clear, this game is actually from an evolutionist's perspective, as I am having mixed feelings on whether I should still believe in god.
I am open minded too, a game is a game, a movie is a movie, personally I am the opposite, with all the shit happening lately world wide, I would not be surprised if even the atheists start believing. But in any case religion is a personal thing, to each their own. Having religious elements in a game is playing with fire. There is a fine line to draw, if the game is perceived as propaganda and "selling" a religion that is bad. Some people get offended for minor things, so personally I would leave all form of religion out of a game
1172
Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 19, 2014, 02:34:37 pm »^That's a bit much, you lost me =P
lol !
Ok in more simple terms, picture it as a badly constructed house, where if you need to do simple fixes you have to tear down an entire room or the whole house
Their software = the house, they were supposed to from beginning rebuild / remodel (the hard way) but they chose the easy way, which is hiding the old rust, cutting corners and duct taping. Over time it becomes very hard to make significant changes and improvements when the main problem is the structure / foundation itself...
Removed the rest of the rant which was several pages long......too long
But I think one gets the general idea.
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Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 19, 2014, 12:00:53 am »Precisely, darkstar, none of this surprises me about YYG, I couldn't agree with you more.
Good point about the webview control btw. =)
Yeah Think of it like a massive floor with random concrete walls all over the place with tons of cracks and wood all over the place held with duct tape,pipes burried deep inside concrete floor and walls.
So to fix something they have to tear down a few concrete walls, remove the nails,duct tape holding stuff together and remove the entire section of pipe instead of just fixing it because it is too rusty and beyond repair.....
So now they are adding new features, which translates to adding more pipes to an area full of damaged walls and foundation, rusty old pipes and a mess they cannot clean up, so they are adding new material to a rusty and broken infrastructure because fixing it would require major demolition.
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Works in Progress / Re: Dungeon Blabber
« on: February 18, 2014, 11:53:39 pm »There will be a dialogue system. Voice actors? I wish, don't know anyone who would both be willing to record their voice, unpaid AND have a voice appropriate sounding due to their assigned character's role in the story. Pretty hard to find people like that in my case, not worth the trouble.
Well you could record your own voice and use one of many software to tweak your voice (add reverb and other cool effects, alter pitch, change voice tone and other shit like that.). Ideal would be a game with live characters (as video) inside the game environment, much like you are probably familiar with MYST type games, Temujin, etc. More people would be willing to contribute freely,than you think, if only in exchange to have their name in the credits and link to their site, etc. But it's about finding the right voice.
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So here's the plan, there will be a black bar at the bottom of the screen with white text on it when either someone is talking currently or when you are asked a question or have a question to ask it would be like multiple choice, click a question or answer you have relative to the discussion, there you have it.
yes, the old school method where space was an issue and everything was done text. Personally I have nothing against such games, but for your type of game, voice and text would be far better. There are micro tasks sites out there where you post micro jobs and hire people against a couple of bucks for their trouble......you can easily find people to record their voices, it's amazing what some people would do for little to no pay.
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whatever question/answer you press, there's no right or wrong answer, but if you IE. click on a question that has a significant answer to it, you might want get that answered. So the more you talk with the characters and actually comprehend the conversations, the better. If you click through and skip all the talking you could miss important info on what to do next or where to find hints possibly.
Great that's the way things were done back then, reminds me of some very popular adventure games, where you had so many choices of things irrelevant, but click on the right answers/questions and you could uncover important information about the game. I can't remember all the names, but I played lots of these games. Sometimes you had to just abort and come back to the character and go through an entire dialog until you found the right combination of things to ask and say in order to get them to give you an item you needed lol fun times. That's why I said old school, some of these games were heavy in text/dialog. Now modern games don't use as complex dialog system, you won't find much of these great games anymore !
BTW, have you ever played Under a killing moon ?
Came on 4 CDs, featured live video characters merged with game environment and full interaction (dialog/text/voice). These type of games were very popular, and would be fairly easy to build with ENIGMA if you have a multi million $ budget to hire professional actors Otherwise if you are after voice recordings / no video, you could probably find some people online willing to help.
1175
Works in Progress / Re: Dungeon Blabber
« on: February 18, 2014, 10:49:04 pm »
What kind of narrative ? Will it be text interaction or text / voice over, etc......... ?
1176
Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 10:46:47 pm »Remember, they called game_save/load obsolete, and because they called it obsolete they encouraged us to write our own saving and loading via file/INI functions. Then they brought back game_save/load,
I never really missed that function anyway, didn't like how they did it, and anybody was far better off writing their own save/load, which is not that difficult. Besides there are several ways to go about saving. For some games, some developers might want to save the entire game state and position of player, and others depending on scenario, save your stats and room/level, where player would start from the beginning of that level no matter where they saved,
OR resuming from the last waypoint they passed.
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Calling a function obsolete or deprecated by Microsoft's terms means the function isn't needed anymore because it was replaced by a much more
...
But what YYG is doing isn't the same thing. For a number of reasons they are calling functions obsolete, while removing them completely, without even replacing them with something equivalent but better.
Exactly, when it's gone it's fucking gone ! You are basically told to write your own ! Nice, for a program which main selling point is allow people to make games without coding. lol.
This is one aspect of YoYoGames that pissed me off. Deprecating functions for no valid reasons and without offering solutions or alternatives other than make your own. And often they would remove something because they fucked up badly, and instead of fixing, they decide to cut it out. In some cases (rare) the shit they removed was warranted and nobody cared, as there could be workarounds, some easy.
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•Too lazy to implement it, the splash functions, specifically the video and web splash screens are a great example of this. The splash functions are completely cross platform compatible, all of them, and there's no reason or excuse they haven't added these or plan to other than they are lazy as fuck.
Don't remind me ! This is one major gripe I had with them. Many people reminded them that other platforms use cut scenes and video in their games as mentioned by some GMC members. Since they had to manually implement this across different platforms they choose the lazy way out. Remind me again why the fucking hell do we pay for a product which has something then it gets removed for no reason and they are too lazy to replace it. They sure aren't lazy to cough up some enormous sum of money to charge people though. Nice offices, big staff, loads of money. But right now instead of fixing their own shit, they are removing functions and asking people to do their own........LOL, seems GM is taking a different path now, soon you will probably be required to know coding to make half decent games otherwise you would be stuck with whatever is left that they have not mangled or removed !
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•They haven't completed the function yet, so until it is finished it will be the temporarily "obsolete" like what happened with game_save/load
You mean like the YYC that was not fully and properly tested and still has issues, that they tend to release unfinished things, especially when there is a $ besides it.
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•They disagree with their own customers on whether the function is entirely needed. It doesn't matter how many games they break, if they want to remove a function they find useless, it will fucking screw up and break the functionality of all games using those functions, tough luck, with their paying customers having no say or voice in it.
I agree with TKG 100% I testify to this as a witness to their arrogant replies in the bug mantis / tracker. If they say it's not useful, fuck it, they have the last word and nobody can beg them enough !
Someone on GMC or here mentioned Mark,I agree 100%, there is a big difference. Mark actually listened to his members, it was a much friendlier community, unfortunately, as stated already, he did not have time to further develop the program. Yoyogames is indeed taking GM into a whole different direction, and it is pissing off some people who supported the project from its roots.
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It's funny that a lot of things like video support and web view controls for example are 100% supported on all platforms, but they fucking lie to their ignorant, clueless customers, who trust them so much for no reason.
Thank fuck not every customer is clueless and ignorant right ? There is an outstanding bug mantis where a user requests video and fights a solid argument that it is supported on all platforms and by all other competing products.......they have not even replied to this argument, and left this dangling for so many months even though it shows as "assigned". They were owned and could not respond.
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So YYG tells them they aren't going to work cross-platform, lie, they are just way too lazy to get it working cross platform is the real issue. They have FFMPEG integrated already,
TKG, are you kidding me ? LOL I raised this exact argument word for word, and many others did too. Why the FUCK use FFMPEG for their audio system, and not take advantage of video features, they never replied. But really the way they use FFMPEG is terrible. Each time a sound is called an instance of FFMPEG is opened, did you remember people reporting their windows tray mass saturated with tons of FFMPEG icons ? LOL YYG came back and blamed windows, they are partially right, but the problem is in how they implemented it. Why the hell not make their own decent sound engine, of course they will blame Mark and what they were left to work with...Cheap excuses. Well, thankfully now they can shove it Because ENIGMA has video support and hopefully soon will support more advanced functionality. Also ENIGMA compiled games don't mass saturate your tray with FFMPEG or other garbage. They sure make use of a lot of open source in their program, but poor way of using them.
Was it you Robert who made the comment about duct taping ? You couldn't be anymore on the money, indeed, game maker is full of duct tape and bandages.
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wtf, why the hell do they not have video support with FFMPEG in there? Most of the work is practically done for them. Must they be spoon fed? Mike.Dailly, please, visit your mom's retirement home / assistant living apartment and suck the milk out of her plump, sagging, hairy breasts!
lmao!
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drop a web view control onto your form/dialog, that is one-click BTW, and maybe a line or two of code and bam - it's supported in studio, no blood sweat or tears, not at all the hassel they try to make it sound like.
Actually with the way GM is made, it's probably more than a few lines of codes, they would probably have to tear down a few bandages, put in some new ones, put some new duct tape etc. Too much work indeed.
I even if not mistaken, recall someone of their staff literally tell someone that if they wanted video and web stuff to go use another product. Maybe that's the equivalent of saying "fuck off !"
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Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 06:42:50 pm »Quote from: Darkstar2BTW, about the debugger in release mode, I recall you saying before that even ENIGMA does this, did I understand correctly ?No way Jose, ENIGMA does not include debugging symbols in release candidates they are stripped in run or compile mode. You can verify this yourself.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Makefile#L63
lol - Not fluent in C++, but I get the picture, I believe you. That other topic you mentioned something about debugging but perhaps you were referring to something else.
I'm trying to find a logical reason for them to work the way they do (YoYo).... Perhaps it's a well guarded secret many are dying to know about
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Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 06:40:29 pm »Deprecate instead of fix seems to be their policy - only this time it appears to have bitten them in the arse.
What do you expect any different now ? Deprecating is the easy way out, the *REAL* fix to GameMaker is a complete rewrite as I recall some others said much the same over the years, mind you at this stage they are running out of duct tape and I honestly don't think a general rewrite is in their plans, they even admitted that GM Next is several years down the line.
GREAT FUN ain't it folks, $800 fun !
1179
Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 06:30:00 pm »
lol. The proverbial shit hits the fan !
They seem to have good skills in deprecating stuff, but I guess this time their hands were forced, sort of, but the source of the issue is their design as stated.
Is it appropriate to say now that they painted themselves into a tight corner ?
BTW, about the debugger in release mode, I recall you saying before that even ENIGMA does this, did I understand correctly ?
They seem to have good skills in deprecating stuff, but I guess this time their hands were forced, sort of, but the source of the issue is their design as stated.
Is it appropriate to say now that they painted themselves into a tight corner ?
BTW, about the debugger in release mode, I recall you saying before that even ENIGMA does this, did I understand correctly ?
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Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 03:06:35 am »
Yes views disabled, I see what you mean but wouldn't it be pointless to do that anyway on single displays ?
As to "should we allow it", I would say "Why not ?" , perhaps weigh the pros and cons. Is there any harm in not setting limits ? Don't most people test their games, if they did something out of the ordinary they would notice wouldn't they ?
As to "should we allow it", I would say "Why not ?" , perhaps weigh the pros and cons. Is there any harm in not setting limits ? Don't most people test their games, if they did something out of the ordinary they would notice wouldn't they ?
1181
Works in Progress / Re: Real Men Wear Pink HD (Windows, Mac OSX, Android, & OUYA)
« on: February 17, 2014, 01:54:07 am »I only have four games posted on my site, two of them are still WIP. I thought 4 wasn't considered that many as I've met people who have made half a dozen to dozens of games. =P
Question is how good were they No about my comment, the timekiller website links you posted, when I got to your web site it had tons of games on it, perhaps hundreds / thousands. then I figured out they were not your games. I don't see your specific games on the website you linked to (TKG site).
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announced. The main character, Josh, was named after a friend of mine I went to middle school with, he had a shirt that was pink and had "real men wear pink" in bold text on it (which is a common T-shirt people wear for breast cancer awareness), he really liked pink, so anyway that's what inspired me.
Did he get bullied I can only imagine if a guy wears a pink T-shirt to school it would not be pleasant. As far as teachers, I know people who know teachers, and they (some) are just as bad as the students they teach, during the breaks or in the teacher's lounge, some of the conversations they have about students lol.
So next time I see a guy wear pink, I'll think of your game.
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Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 01:39:18 am »
1) You will have to pay royalty fees to new grouch in town for use of the GayMaker trademark!
2) I am confused, why would it be a problem making a 5000x5000, isn't that the total room area size, what you are viewing on screen is defined by the view area right.
Example, 5000x5000 room size but view area is 800x600.
Now of course if you don't want to make games that look like crap on your HD monitor, and say want to define a view area at higher resolution / HD resolution, and want to make games where you can scroll left / right / up / down, then you would need massive room sizes. So it's practical to allow big room sizes. or perhaps I misunderstood you ?
If I wanted to make a massive scroller in full HD, I would sure not be happy if someone imposed limits on me
You did not mention view area at all in your post, so that has me even more confused By default it seems room view / port on screen is set to 640x480 regardless of room W / H. So setting the actual room size at those large sizes far bigger than the actual VIEW area, + follow character, is what allows for some interesting scrollers.
Now if I am not mistaken, GayMaker (yes I have to pay royalty fees too now ) imposes a room size limit due to the different exports. Something about boundry limitations on mobile ? Forgot the technical term they used. So since they use one program to do all, they also impose those limitations to windows even though they are really not necessary (so gay), but they have to because of their one shoe fits all policy. After a certain room size the said games would have erratic behavior / garbled display etc, on mobile ports, but NOT on windows.
So, since ENIGMA is made by people who actually know what they are doing, and since currently you can compile to windows, then those "limits" are really not necessary. By the time you support other export modules, I am sure you will do the right thing and not do like YoYo did and sacrifice windows features for their exports.
2) I am confused, why would it be a problem making a 5000x5000, isn't that the total room area size, what you are viewing on screen is defined by the view area right.
Example, 5000x5000 room size but view area is 800x600.
Now of course if you don't want to make games that look like crap on your HD monitor, and say want to define a view area at higher resolution / HD resolution, and want to make games where you can scroll left / right / up / down, then you would need massive room sizes. So it's practical to allow big room sizes. or perhaps I misunderstood you ?
If I wanted to make a massive scroller in full HD, I would sure not be happy if someone imposed limits on me
You did not mention view area at all in your post, so that has me even more confused By default it seems room view / port on screen is set to 640x480 regardless of room W / H. So setting the actual room size at those large sizes far bigger than the actual VIEW area, + follow character, is what allows for some interesting scrollers.
Now if I am not mistaken, GayMaker (yes I have to pay royalty fees too now ) imposes a room size limit due to the different exports. Something about boundry limitations on mobile ? Forgot the technical term they used. So since they use one program to do all, they also impose those limitations to windows even though they are really not necessary (so gay), but they have to because of their one shoe fits all policy. After a certain room size the said games would have erratic behavior / garbled display etc, on mobile ports, but NOT on windows.
So, since ENIGMA is made by people who actually know what they are doing, and since currently you can compile to windows, then those "limits" are really not necessary. By the time you support other export modules, I am sure you will do the right thing and not do like YoYo did and sacrifice windows features for their exports.
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Works in Progress / Re: Real Men Wear Pink HD (Windows, Mac OSX, Android, & OUYA)
« on: February 17, 2014, 12:24:41 am »Thanks man, I would've fixed the controls issues a while back but no one really gave me an example of something better. The arrow keys for moving and WASD for everything else, which I thought was a common standard for games. But anyway thanks again Robert for your kindness and time. You are and have always been a big help. =)
I visit your web site (the 2 links you posted in a reply) and saw the loads of games on your site, then I realized these were not all your games, was wondering where do you get the time to make all these games.
Will give this one a try.
I like the "even by his teachers" part lol.
If I may ask, what inspired you to make this game ?
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Programming Help / Re: Making games in Full HD resolution 16:9 possible ?
« on: February 16, 2014, 07:11:20 pm »Seen my website? I have two decent games completed. =P
"Real Men Wear Pink HD" is about a guy getting revenge on high school bullies
and teachers who mocked him for always wearing his favorite color, pink.
"Attack of the Naked Blockheads 3D" was meant to make fun of public nudity,
rapists, pedophiles, and how stupid such hormonal freaks are.
LOL! Nice names ! That would make a good movie title too.
Would you consider a sequel ? Real Men Drive pink cars ?
You should name one of your game characters after our newfound friend.
I like humor based games too! same for movies.
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Issues Help Desk / Re: Is there any way of picking the C++ code before it is passed to the compiler
« on: February 16, 2014, 02:24:04 am »
They fixed that in the latest EA build but....
Enigma 1 GM 0
I am curious and almost dying to know how many people (those who do not own master collection) paid $299 to purchase the YYC Compiler export. I get a sense that it still has many issues from what I read on GMC and elsewhere.
Now I'm also dying to know of those who paid $299, how many wish they could go back in time !
Enigma 1 GM 0
I am curious and almost dying to know how many people (those who do not own master collection) paid $299 to purchase the YYC Compiler export. I get a sense that it still has many issues from what I read on GMC and elsewhere.
Now I'm also dying to know of those who paid $299, how many wish they could go back in time !