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76
Proposals / Re: Object grouping
« on: May 02, 2011, 03:23:03 pm »
Question: why are you using INI instead of EY? :/
77
Issues Help Desk / Re: Unable to run a file
« on: April 27, 2011, 07:23:37 pm »
Which SVN trunk did you choose? The stable trunk is probably way out of date.
That was the right download, but I don't know why it didn't work. I'm not the expert on the Windows build.
That was the right download, but I don't know why it didn't work. I'm not the expert on the Windows build.
78
Issues Help Desk / Re: Unable to run a file
« on: April 27, 2011, 06:26:58 pm »
Note that you're on r694. The latest revision is r739.
Please, when you're posting a topic, give as much information as possible. Not to mention where you downloaded it from. I don't know where you got this, but please use the download package that I have provided (download link at the top), as it is the most up-to-date.
Please, when you're posting a topic, give as much information as possible. Not to mention where you downloaded it from. I don't know where you got this, but please use the download package that I have provided (download link at the top), as it is the most up-to-date.
79
Proposals / Re: ENIGMA Game Format
« on: April 27, 2011, 05:51:27 pm »
There is an APNG format. Just use that if you're really that inclined to use a single file.
It's better to just make a directory tree with multiple images.
It's better to just make a directory tree with multiple images.
80
Proposals / Re: ENIGMA Game Format
« on: April 26, 2011, 08:52:27 pm »Why do we need a data and settings directory? They should just be thrown into the resource's directory, with a manifest file.For ease of use and editing outside of LGM.
If someone wanted to look inside of the ZIP, it wouldn't be a pile of shit, but actually something comprehensible.
81
Proposals / Re: ENIGMA Game Format
« on: April 26, 2011, 06:50:57 pm »
Well, I was assuming that whitespace definitions would only be temporary; in the end, it would end up being just another resource. But that's not the case now.
I think that the best thing to do would be to create a config directory that has the icon/progress bar images as PNGs and awhitespace definitions.h. In addition, I think that each resource should be modular; in other words, iteratively looped through. I think that, eventually, it might be a good idea to make "Systems" modular as opposed to the ugly system that we have of the *_Systems folders.
I think that the best thing to do would be to create a config directory that has the icon/progress bar images as PNGs and a
82
Proposals / Re: ENIGMA Game Format
« on: April 26, 2011, 04:50:07 pm »
Bump.
Format proposal:
Format proposal:
- ZIP Archive
- First file that's added to the archive is named enigma-package and is empty. Used for unique ID. By "first," I don't mean just in the root; I mean the actual file in the file table, and added into the format first before anything else.
- enigma-settings.ey (in the root dir) contains basic game settings without definitions and kin (stored in separate files, maybe a conf dir?). Specific systems can be provided for use (for example, if the game requires OpenGL or must build to Windows), or "native" to indicate the default. When loaded, if the systems cannot be built to, an error is returned on load, but the project is still loaded.
- In the root, there is one directory for each resource type. Inside each directory are two directories - one named "data" and one named "settings," where the "settings" directory stores .ey files for the resources and the "data" directory stores the actual resources. For things like objects or rooms, the settings would hold basic information and the data would hold code and object locations. Resource directory names are specified by each LGM resource plugin, when they're made. The defaults are built-in already.
- In the "data" directory, data for individual resources are grouped into directories. For example, the multiple frames of a sprite are in a subdirectory.
83
Proposals / Re: ENIGMA Project Icons
« on: April 24, 2011, 07:17:10 pm »
Under Windows, ZIP is a folder with a zipper on it (which is really a bad metaphor, because it implies that it's a locked folder). Under Linux, it's a box. Box makes more sense to me. But box indicates a group of files, which ENIGMA projects are - it's a project with multiple stuff in it. You can open the box to get just the sprites with the new format; it's going to be a ZIP anyway.
84
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: April 24, 2011, 05:26:09 pm »
Yeah, for some reason, I was thinking of the font as individual points, when really, it's just a bunch of glyphs.
85
Proposals / Re: ENIGMA Project Icons
« on: April 24, 2011, 05:21:34 pm »Please just don't use a box and cause confusion. Not everyone uses Linux. In fact, I'd assume that the majority of the future ENIGMA users will be Windows users.I don't think that a box with an ENIGMA logo in it will confuse anyone.
"oh, it's a box with ENIGMA stuff in it. *double clicks, ENIGMA opens*"
86
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: April 24, 2011, 10:11:14 am »
This is a random question, but how, exactly, does anyone plan on going about draw_text_color with the gradient colour? It sounds like it'd be a complete pain.
87
Proposals / Re: ENIGMA Project Icons
« on: April 24, 2011, 10:09:52 am »2) Don't care, although the paper might make sense on Debian Linux because that's kinda the de-facto standard (looking at torrent, they have a down arrow on a paper). The package icon usually indicates to me that it is a zip-like structure that can probably be renamed to zip and extracted. This is not the case with GM. It will be the case with the new Enigma Format - of which we haven't defined a solid extension.I suppose that a paper would work for GM projects, but the box for ENIGMA?
The box indicates some kind of package, and never, ever, does it mean "rename to .zip and extract." Although, usually, it means extract - and ENIGMA's format will do this. Maybe a red icon for GM projects and a blue one for ENIGMA, to indicate the difference?
88
Proposals / Re: ENIGMA Project Icons
« on: April 23, 2011, 08:00:56 pm »OK: Here's the proposal:1. Yes.
1. ENIGMA icon for ENIGMA/LGM application;
2. ENIGMA icon in paper for ENIGMA project;
3. ENIGMA icon inside an window for ENIGMA game(default icon, anyway).
Would this work?
2. I hate the usage of paper for everything. It makes more sense to have it in a box, but I don't know how many people would like to create that.
3. That will be best if we have a default icon, but there should always be an option for no icon.
89
General ENIGMA / Re: (Solved) Problem running Enigma
« on: April 23, 2011, 04:17:42 pm »
Well, I'll commit a new script, so that you don't need the ugly alias. It still won't work on Windows, though.
EDIT: Script committed and I'm building the packages now - it'll be done before you see this, I'm assuming. Just update the package and it should work without the alias.
EDIT: Script committed and I'm building the packages now - it'll be done before you see this, I'm assuming. Just update the package and it should work without the alias.
90
General ENIGMA / Re: Problem running Enigma
« on: April 23, 2011, 04:07:16 pm »
We've had the same problem earlier, and it's being worked on. We're trying to find a cross-platform solution to forcing the locale into English, because ENIGMA looks for an English string in the output to find the search directories. When you're using a different locale (such as Spanish), it won't be able to find the string.
As a temporary solution for running ENIGMA, you can force bash to open LateralGM with an English locale with the following command:
Note that, under Arch, you might not actually have the English locale generated. If that's the case, edit /etc/locale.gen and uncomment en_US.utf8 and then generate new locales with the locale-gen command. Although, judging by how Arch is maintained, it probably has en_US enabled by default, anyway.
As a temporary solution for running ENIGMA, you can force bash to open LateralGM with an English locale with the following command:
Code: [Select]
LC_ALL=en_US.utf8 lateralgm
Note that, under Arch, you might not actually have the English locale generated. If that's the case, edit /etc/locale.gen and uncomment en_US.utf8 and then generate new locales with the locale-gen command. Although, judging by how Arch is maintained, it probably has en_US enabled by default, anyway.