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16
Programming Help / Re: My platform generation code does not work in ENIGMA.
« on: December 07, 2015, 05:15:32 am »I read the event sequence. I really don't get why GM would use game start after create though, but yeah, because of compatibility sake, that's there.
So I deleted the game start code, it did work. Now the question is if this is the case, I don't need to initalize variables already now that they're already initalized through the scr_load_map? I'm used to programming where you initalize your variables at the beginning of the program before you use them or something, I think this led me to use Game Start.
17
Programming Help / Re: My platform generation code does not work in ENIGMA.
« on: December 06, 2015, 09:08:25 pm »
Tested on the fresh download of the portable from the wiki, it doesn't work. Ran the GMK on LateralGM and it crashed and returns:
Oh yeah, it might throw an error or not since the map01 didn't exist:
https://www.dropbox.com/s/jyqpcc4hgkne3uh/map01.qlv?dl=0
The level is designed in the level editor that I made. You could edit the thing too on the editor. And I didn't put the controls:
S - Save
L - Load
O - Options.
Available options is only the resolution setting.
Code: [Select]
Game returned -1073741819
Oh yeah, it might throw an error or not since the map01 didn't exist:
https://www.dropbox.com/s/jyqpcc4hgkne3uh/map01.qlv?dl=0
The level is designed in the level editor that I made. You could edit the thing too on the editor. And I didn't put the controls:
S - Save
L - Load
O - Options.
Available options is only the resolution setting.
18
Programming Help / Re: Code couldn't fire over ENIGMA.
« on: December 06, 2015, 08:33:27 pm »
Okay, here's the code for loading the file (saved from 'file_text' functions):
Then here's the code that parses it:
Here's the GMK file, compatible with Game Maker 8, works on Game Maker 8. Basically have the same code (except with some parts). Haven't really cleaned it up before throwing it here actually. Oh yeah, it's a working game too.
https://www.dropbox.com/s/jed375a5k5k2i1c/queue.gmk?dl=0
Here's the editor, made in LateralGM. Has the same load code, but of course not that cleaned. The save function is also here.
https://www.dropbox.com/s/2aqxl4rb82x3zbe/queueed.egm?dl=0
ALSO since I didn't share the setup that I have. Yes, I dowloaded the Portable exe from the Wiki. Enigma is updated to the latest one using the update script in the git-bash included. I'll test it without the update and see what's up.
Code: [Select]
///scr_load_map(file);
if (!file_exists(argument0)) exit;
var filename,obj,xpos,ypos,objname;
filename=file_text_open_read(argument0);
//Check if valid QUEUEMAP.
if (file_text_read_string(filename) != "QUEUEMAP")
{
show_message("NOT A VALID MAP FILE.");
//Exit if invalid.
file_text_close(filename);
game_end();
}
else
{
file_text_readln(filename);
global.temp_width = file_text_read_real(filename);
file_text_readln(filename);
global.temp_height = file_text_read_real(filename);
file_text_readln(filename);
var m;
for (m = 0; !file_text_eof(filename); m += 1)
{
//Proceed if is a valid QUEUEMAP.
obj=file_text_read_string(filename);
if (obj != "PLAYER")
{
switch (obj)
{
case "SOLID":
objname = obj_solid;
break;
case "FLOOR":
objname = obj_floor;
break;
case "LEDGE":
objname = obj_ledge;
break;
case "LADDER":
objname = obj_ladder;
break;
default:
objectname = noone;
break;
}
file_text_readln(filename);
global.map_contents_x[m] = file_text_read_real(filename);
file_text_readln(filename);
global.map_contents_y[m] = file_text_read_real(filename);
file_text_readln(filename);
global.map_contents[m] = objname;
}
else
{
global.is_player_placed = true;
file_text_readln(filename);
global.map_contents_x[m] = file_text_read_real(filename);
file_text_readln(filename);
global.map_contents_y[m] = file_text_read_real(filename);
file_text_readln(filename);
global.map_contents[m] = obj_player;
}
}
global.map_contents_count = m;
file_text_close(filename);
room_goto(rm_transition);
}
Then here's the code that parses it:
Code: [Select]
local float m;
mcc = global.map_contents_count;
for (m = 0; m < mcc; m += 1)
{
instance_create(global.map_contents_x[m], global.map_contents_y[m], global.map_contents[m]);
}
Here's the GMK file, compatible with Game Maker 8, works on Game Maker 8. Basically have the same code (except with some parts). Haven't really cleaned it up before throwing it here actually. Oh yeah, it's a working game too.
https://www.dropbox.com/s/jed375a5k5k2i1c/queue.gmk?dl=0
Here's the editor, made in LateralGM. Has the same load code, but of course not that cleaned. The save function is also here.
https://www.dropbox.com/s/2aqxl4rb82x3zbe/queueed.egm?dl=0
ALSO since I didn't share the setup that I have. Yes, I dowloaded the Portable exe from the Wiki. Enigma is updated to the latest one using the update script in the git-bash included. I'll test it without the update and see what's up.
19
Programming Help / My platform generation code does not work in ENIGMA.
« on: December 06, 2015, 08:11:52 am »
Firstly, I don't know what to expect when pressing the debug mode for Enigma, I want to know what would come out in Windows. Apparently it's screwed up by the antivirus I have or something?
Secondly, I made some kind of way to make a map maker for my platform game. the map maker I made works, you could put blocks and player into the maker and then save it using file_text commands. When I incorporated the load code to my platformer, which reads the text file and then puts the instances again. I ran it on Game Maker, it works, but when I placed it on Enigma, it seemingly didn't run the function to put the objects into the level.
The thing works like this, you read the text file and put the values of the objects (along with their X and Y coords) into an array. The reason for this is so that I could go to another transitory room to resize the map room. When the map is resized, I go to the map room, read the array and make the instances.
If the debug mode apparently works, I might see something that will lead me to the solution.
I'll share the code probably later if someone would respond with the debug thing.
Secondly, I made some kind of way to make a map maker for my platform game. the map maker I made works, you could put blocks and player into the maker and then save it using file_text commands. When I incorporated the load code to my platformer, which reads the text file and then puts the instances again. I ran it on Game Maker, it works, but when I placed it on Enigma, it seemingly didn't run the function to put the objects into the level.
The thing works like this, you read the text file and put the values of the objects (along with their X and Y coords) into an array. The reason for this is so that I could go to another transitory room to resize the map room. When the map is resized, I go to the map room, read the array and make the instances.
If the debug mode apparently works, I might see something that will lead me to the solution.
I'll share the code probably later if someone would respond with the debug thing.
20
Off-Topic / Re: Introductions
« on: December 04, 2015, 06:10:43 pm »
Yeah, I see. I'm still going to experiment with it anyway.
It's still a nice engine nonetheless.

21
General ENIGMA / Re: Splashscreens
« on: December 04, 2015, 04:58:35 am »
I got to say though, all the designs here look great. If anything, I would like the simplified logo one. It looks like a depacked version of the old logo or something.
Another streak of color would be nice though aside from the blues, maybe a contrasting one that could separate LateralGM's ident with Enigma's ident (and I think enigma would need a similar font feel as well).
I should note though that Product Sans couldn't be used on Open Source terms. See this. Although maybe the font could be used as a typeface, i say use another one to avoid any trouble for it. Montserrat for example:

I've checked out a palette scheme here.
http://paletton.com/#uid=63t0u0kvkx3jgEyoAzwyqp-CMk7
EDIT: Speaking of the unpacked LGM logo:

Swapping the L above and it makes it look like the LGM block logo.
Another streak of color would be nice though aside from the blues, maybe a contrasting one that could separate LateralGM's ident with Enigma's ident (and I think enigma would need a similar font feel as well).
I should note though that Product Sans couldn't be used on Open Source terms. See this. Although maybe the font could be used as a typeface, i say use another one to avoid any trouble for it. Montserrat for example:

I've checked out a palette scheme here.
http://paletton.com/#uid=63t0u0kvkx3jgEyoAzwyqp-CMk7
EDIT: Speaking of the unpacked LGM logo:

Swapping the L above and it makes it look like the LGM block logo.
22
Off-Topic / Re: Introductions
« on: December 04, 2015, 04:34:51 am »
Hey guys. I'm CRxTRDude. I've been through many places, I've done some stuff for other game engines like OpenBOR and ZDoom and I've been with Game Maker as well. I found Enigma while searching for engines about two to three years ago but I didn't bother using it that much until it became stable and right now I'm currently testing the waters with Enigma, maybe making a game with this engine.
I hope I could have a nice time here at the forums. I've gone to good communities on the internet and I think this community would be great.
I guess that's all I can say for now.
I hope I could have a nice time here at the forums. I've gone to good communities on the internet and I think this community would be great.
I guess that's all I can say for now.