This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
1
Programming Help / Setting up SFML
« on: February 03, 2016, 09:08:10 am »
I'm wondering if we have a guide to set up SFML. OpenAL causes crashes on Windows 10 after 6 minutes of running (tested on 2 laptops running W10 64bit). Direct sound would be nice, but I need functions to modify pitch and etc.
2
Issues Help Desk / Game crashes after 6 minutes
« on: January 12, 2016, 11:55:35 am »
I've had an issue, and I want to say it started ever since I upgraded to windows 10, but I noticed my music editor program made in enigma would randomly crash.
I decided to start a new project, and just let it run with a stopwatch on my phone. It crashed right at 6 minutes, running the room at 60fps, and running it at 240fps (so it isn't related to the speed).
Anyone know of this, or a solution?
Edit: tested it on my girlfriend's laptop, and it had the same issue. This happens when running the game in an editor, or as an executable
Edit2:after talking on IRC with Rusky and Robert, we narrowed the issue down to the OpenAL plugin
I decided to start a new project, and just let it run with a stopwatch on my phone. It crashed right at 6 minutes, running the room at 60fps, and running it at 240fps (so it isn't related to the speed).
Anyone know of this, or a solution?
Edit: tested it on my girlfriend's laptop, and it had the same issue. This happens when running the game in an editor, or as an executable
Edit2:after talking on IRC with Rusky and Robert, we narrowed the issue down to the OpenAL plugin
3
Issues Help Desk / Strange For Error
« on: December 22, 2015, 09:25:00 am »
I'm getting an error that I can't seem to figure out. I'm trying to write a small template for GUI buttons, and I'm finding it does not run properly. It seems that the variable totalButtons changes at some point.
Create
Draw
EDIT: I fixed it by changing "int totalButtons" to "local int totalButtons"
Is this normal? or an oversight?
Create
Code: [Select]
int clicked=0;
int totalButtons=1;
unsigned char *buttonID;
buttonID= new unsigned char [totalButtons];
signed short *buttonX;
buttonX= new signed short [totalButtons];
signed short *buttonY;
buttonY= new signed short [totalButtons];
unsigned char *buttonW;
buttonW= new unsigned char [totalButtons];
unsigned char *buttonH;
buttonH= new unsigned char [totalButtons];
Draw
Code: [Select]
draw_set_color(c_white);
for(int i=0; i<totalButtons; i++){
// if(i+1==clicked){
// draw_set_color(c_gray);
//draw_rectangle(buttonX[i],buttonY[i],buttonX[i]+buttonW[i],buttonY[i]+buttonH[i],false);
// draw_set_color(c_white);
// }else{
//draw_rectangle(buttonX[i],buttonY[i],buttonX[i]+buttonW[i],buttonY[i]+buttonH[i],false);
// }
}
draw_set_color(c_black);
//for(int i=0; i<totalButtons; i++){
//draw_rectangle(buttonX[i],buttonY[i],buttonX[i]+buttonW[i],buttonY[i]+buttonH[i],true);
//draw_text(buttonX[i],buttonY[i],buttonText[i]);
//}
I commented out a lot to try to narrow it down, but it does work if the first for is changed to a variable or number other than totalButtonsEDIT: I fixed it by changing "int totalButtons" to "local int totalButtons"
Is this normal? or an oversight?
4
Programming Help / Looping Streamed Music
« on: September 08, 2015, 11:46:17 am »
I'm wondering what the most efficient way to loop streamed music in OpenAL is. I would prefer something that would loop the audio to a specific offset of samples after reaching the end of the song (so it doesnt replay the intro of the music).
Another way would be having the intro and main loop as separate files, so the main loop plays after the intro, and loops normally. The only issue with this is getting the meain loop to start seamlessly when the intro ends.
I'd prefer a way to do this with the song being one file (the first idea).
If anyone knows how to accomplish this, please let me know
EDIT: I guess it doesn't have to be OpenAL, but I'd prefer it to be a portable system. Also, is FMOD able to be implemented? I noticed code for it
Another way would be having the intro and main loop as separate files, so the main loop plays after the intro, and loops normally. The only issue with this is getting the meain loop to start seamlessly when the intro ends.
I'd prefer a way to do this with the song being one file (the first idea).
If anyone knows how to accomplish this, please let me know
EDIT: I guess it doesn't have to be OpenAL, but I'd prefer it to be a portable system. Also, is FMOD able to be implemented? I noticed code for it
5
Issues Help Desk / Freeze on loading plugins (Windows 10)
« on: August 28, 2015, 09:18:44 am »
I hate to say it, but I haven't been able to use enigma since my update to windows 10. I'm not sure if anyone else has had issues, or knows a fix.
When starting up Enigma, it freezes on "Loading Plugins"
Also, here is some console output:
$ java -jar lateralgm.jar
Java Version: 10800 (1.8.0_51)
Loading lib files in C:\Users\UserName\Desktop\misc\ENIGMA\enigma-dev\lateralgm.jar
01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
05_score.lgl 06_extra.lgl 07_draw.lgl
Exception in thread "main" java.lang.NoClassDefFoundError: org/lateralgm/file/ProjectFile$ResourceHolder
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at org.lateralgm.main.LGM.loadPlugins(LGM.java:330)
at org.lateralgm.main.LGM.main(LGM.java:484)
Caused by: java.lang.ClassNotFoundException: org.lateralgm.file.ProjectFile$ResourceHolder
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 6 more
Nevermind, I fixed it by using these http://enigma-dev.org/docs/Wiki/Install:Extra_Packages and doing a clean install of java
When starting up Enigma, it freezes on "Loading Plugins"
Also, here is some console output:
$ java -jar lateralgm.jar
Java Version: 10800 (1.8.0_51)
Loading lib files in C:\Users\UserName\Desktop\misc\ENIGMA\enigma-dev\lateralgm.jar
01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
05_score.lgl 06_extra.lgl 07_draw.lgl
Exception in thread "main" java.lang.NoClassDefFoundError: org/lateralgm/file/ProjectFile$ResourceHolder
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at org.lateralgm.main.LGM.loadPlugins(LGM.java:330)
at org.lateralgm.main.LGM.main(LGM.java:484)
Caused by: java.lang.ClassNotFoundException: org.lateralgm.file.ProjectFile$ResourceHolder
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 6 more
Nevermind, I fixed it by using these http://enigma-dev.org/docs/Wiki/Install:Extra_Packages and doing a clean install of java
6
Programming Help / Access to variables
« on: March 02, 2015, 03:54:58 pm »
In making a GameBoy emulator, I want to know if possible how to access 2 char variables as one?
I have registers a,b,c,d,e,f,h,l. They are all unsigned chars right now, but they can be paired up to form af, bc, de, and hl.
Those 4 pairs would need to be accessed as an unsigned short, where reading/writing to them would write to the individuals accordingly.
For example, if I ran the code bc=$3589, then b should be $35 and c should be $89. similarly, reading from bc should return $3589 (or the dec value of that).
This won't be necessary to get things going, but it would be nice for optimization.
I have registers a,b,c,d,e,f,h,l. They are all unsigned chars right now, but they can be paired up to form af, bc, de, and hl.
Those 4 pairs would need to be accessed as an unsigned short, where reading/writing to them would write to the individuals accordingly.
For example, if I ran the code bc=$3589, then b should be $35 and c should be $89. similarly, reading from bc should return $3589 (or the dec value of that).
This won't be necessary to get things going, but it would be nice for optimization.
7
Programming Help / mapping array to tiles
« on: February 26, 2015, 08:50:53 pm »
I'd like to make a gameboy emulator in Enigma, and to do so, i'd have to be processing graphics each frame. Normally the graphics are part of the memory, and get mapped to the screen as such. I'd basically like to take an array that is 1 byte, and a length of 64, to make an 8x8 tile that can be mapped anywhere on the screen. Even if it might not run at full speed, it'd still be a start, and idk if 3D would make this easier by making it a texture as opposed to a tile. Anyone know how I'd go about this?
8
Programming Help / Calculating 3D model Normals
« on: July 07, 2014, 11:39:59 am »
For quite a while, I have been drawing only the face normals of the 3D models in Project Collidascope. This gives the game a very flat and jagged look. I started looking into calculating vertex normals, and smoothing the whole thing out. The basic idea was to calculate all the face normals, and add them to the vertices that make up that face, that way it averages the normals of the connecting faces.
I'm not sure if I missed something, but the code does not seem to be working.
Here is the code I used to generate the normals: http://pastebin.com/raw.php?i=Hc8Nb7YE
The function normal works, as it's from the kingspace engine, and returns the normal as rx, ry and rz
EDIT: if push comes to shove, I can always have the normals pre-calculated and saved to the model, but I figured it will become easier to be able to calculate them during runtime if I have objects morphing and moving around
I'm not sure if I missed something, but the code does not seem to be working.
Here is the code I used to generate the normals: http://pastebin.com/raw.php?i=Hc8Nb7YE
The function normal works, as it's from the kingspace engine, and returns the normal as rx, ry and rz
EDIT: if push comes to shove, I can always have the normals pre-calculated and saved to the model, but I figured it will become easier to be able to calculate them during runtime if I have objects morphing and moving around
9
Programming Help / OGL Texture interpolation and transparent textures
« on: July 03, 2014, 11:35:52 pm »
I've noticed this after porting bobomb battlefield into my game for testing, but the textures with transparencey get an outline with the color of the background color (aqua in the picture) This is present in ogl 1 and 3, I haven't tested in anything else. This is fixed if i turn off texture interpolation, but is there another way? Also, is there a way to draw the vertices with alpha coloring? this way a texture can be faded or partially transparent (maybe for ice or something)

10
Programming Help / Project Extentions
« on: June 19, 2014, 07:14:33 am »
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?
11
Issues Help Desk / A few things (mostly variables)
« on: April 28, 2014, 10:59:12 am »
I've been getting back in the swing of working on my game, and decided to clean up the code (spring cleaning)
I want to store some stuff as constants, like SCREEN_WIDTH, etc but the constants feature didn't seem to work.
My next go to was doing "global var SCREEN_WIDTH=somenumber", and this worked fine
Although then I started getting into the controls "global var KeyPressed[KEY_CONSTANT]=0;" and this had compiling errors.
Is there a way to have an array as a global variable? also, the KeyPressed array I want to make 1 byte per value, how can I do this as well?
On another note, in OGL1, I have a debug menu, it draws a semi-transparent rectangle (white) and inside of it, black text. The text code is after the rectangle stuff, but the rectangle now covers the text (the text worked fine when commenting out draw_rectangle()
Not sure why, but on my Bubble Bobble clone, after upgrading LGM, some of my sprites were deleted (the resources were still there, but no sub-images). This only applied when loading the EGM. I ended up remedying this by re-importing them, saving as a game maker extension, then reloading that, and re-saving as an EGM. I thought that might want to be looked into.
I want to store some stuff as constants, like SCREEN_WIDTH, etc but the constants feature didn't seem to work.
My next go to was doing "global var SCREEN_WIDTH=somenumber", and this worked fine
Although then I started getting into the controls "global var KeyPressed[KEY_CONSTANT]=0;" and this had compiling errors.
Is there a way to have an array as a global variable? also, the KeyPressed array I want to make 1 byte per value, how can I do this as well?
On another note, in OGL1, I have a debug menu, it draws a semi-transparent rectangle (white) and inside of it, black text. The text code is after the rectangle stuff, but the rectangle now covers the text (the text worked fine when commenting out draw_rectangle()

Not sure why, but on my Bubble Bobble clone, after upgrading LGM, some of my sprites were deleted (the resources were still there, but no sub-images). This only applied when loading the EGM. I ended up remedying this by re-importing them, saving as a game maker extension, then reloading that, and re-saving as an EGM. I thought that might want to be looked into.
12
Programming Help / libGME
« on: March 26, 2014, 09:47:22 am »
I stumbled upon libGME, and would like to look into it, but im not sure how to get it to work in ENIGMA. I know i can enable it as an extension, but I couldn't find documentation on any functions for it. Also, I came across the source, and was wondering how easy it would be to modify it for enigma. I might use it for my sound engine, but rather than reading from an emulated music file, I would have it read from memory, where I could easily change instruments, and pitches with modifying a variable.
13
Issues Help Desk / Enigma errors
« on: March 24, 2014, 02:05:14 pm »
I had to reinstall windows 7 (hopefully for the last time) I installed ENIGMA with the zip installer, and updated it with the files on the repo. I now get these errors when compiling: http://pastebin.com/cd6nyNAf
14
Issues Help Desk / 3D functions and capabilities
« on: March 11, 2014, 11:25:40 am »
I'm starting to get back to coding my 3D platformer, and I recently updated ENIGMA. It was using ogl1 before, but not the red and blue colors of RGB are swapped. Text is also being printed in the wrong position on screen.
I would like to update my game to use OGL3, but currently, the same game will not display anything when using OGL3.
I'm also interested in knowing what capabilities we have as of now, such as shaders, and how to use them.
I don't want to use Direct X
I would like to update my game to use OGL3, but currently, the same game will not display anything when using OGL3.
I'm also interested in knowing what capabilities we have as of now, such as shaders, and how to use them.
I don't want to use Direct X
15
Issues Help Desk / Issue on linux
« on: February 27, 2014, 01:16:19 am »
I just installed ENIGMA on Xubuntu again, and after getting Catch the Clown, I get this error when compiling
http://pastebin.com/kXqxjzvH
Any ideas?
http://pastebin.com/kXqxjzvH
Any ideas?