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Issues Help Desk / "Precision" of floating points close to 0
« on: January 23, 2015, 10:00:33 am »
I isolated one of three remaining compatibility issues with Warbird and it seems I'm treading old ground. I note this GitHub report here from a few years ago where it was described as a non-issue but in the interests of GM compatibility I'm inclined to disagree. Note my test build here: https://www.dropbox.com/s/516eqyqi4qq7o1s/Test8.gmk?dl=0
Basically, as you decrement in increments of 0.1 when you go from 0.1 to 0 the variable you're subtracting becomes some twisted number other than 0, which if you're using for if statements leads to different things happening based on what video renderer you're using. Under OpenGL it spits some weird scientific notation and stops, but in DX9 it becomes a truncated value and continues decrementing resulting in going past 0 entirely and into negative value territory. Of course in GM it hits 0.
I'm concerned that this particular behaviour is different for the OpenGL renderers vs the DirectX9 renderer, the latter which I understood was supposed to be closer to GM's behaviour as it too used DX9, and is causing noticable differences in my GM projects vs in GM itself. For a "non-problem" GM is handling things very differently from ENIGMA here and I think it'd be worthwhile to have some kind of precision toggle in the Compatibility/Progress sector.
Basically, as you decrement in increments of 0.1 when you go from 0.1 to 0 the variable you're subtracting becomes some twisted number other than 0, which if you're using for if statements leads to different things happening based on what video renderer you're using. Under OpenGL it spits some weird scientific notation and stops, but in DX9 it becomes a truncated value and continues decrementing resulting in going past 0 entirely and into negative value territory. Of course in GM it hits 0.
I'm concerned that this particular behaviour is different for the OpenGL renderers vs the DirectX9 renderer, the latter which I understood was supposed to be closer to GM's behaviour as it too used DX9, and is causing noticable differences in my GM projects vs in GM itself. For a "non-problem" GM is handling things very differently from ENIGMA here and I think it'd be worthwhile to have some kind of precision toggle in the Compatibility/Progress sector.
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Issues Help Desk / Font character range behaviour
« on: December 26, 2014, 07:08:53 am »
In my tests of ENIGMA/LateralGM vs GM behaviour today I discovered that pressing the buttons to change the font character range when editing a font does not respond at all until you press either the + or Preview buttons underneath. In Game Maker 8.0 Pro it just fills a default character range as does Studio, but Studio seems to have multiple presets in a similar fashion as LateralGM does here. Studio however makes a preset but LateralGM does not.
Simple question I put here because I'm not entirely sure it belonged in the tracker, but is this intentional behaviour or not?
Simple question I put here because I'm not entirely sure it belonged in the tracker, but is this intentional behaviour or not?
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Issues Help Desk / Warbird A13:02 in ENIGMA
« on: August 07, 2013, 03:55:17 am »
Knowing that GMOSSE will probably never work in ENIGMA I've decided to test it with my small-scale project, Warbird. Here's a screenshot of the title screen below, inspired by the Oriental Soft Japan/Triangle Service title G-Stream G2020/DeltaZeal.
It started as a school project in Flash, where I wasted a year having half a dozen teachers try to teach us different "signature" flavours of ActionScript 3, and then have the assistant principal tell us Game Maker would've been allowed under the cirriculum requirements for passing the class anyway. Naturally I told him how much of a bludge the class was and that I could've run the entire class myself if he'd approved of it first, instead of filling half a dozen fill-in teachers' paychecks, by porting it to Game Maker 8.0 Pro within 30 minutes to make a point. As an added bonus, it serves as a nice starter for people scared of GMOSSE's large size but could do a little better on the "best coding practice" front.
Compatibility with ENIGMA isn't 100% at the moment but better than it's been in the past thanks to the efforts of Goombert and company. Listing the remaining problems below for documentation purposes:
- mp3 music is not supported but converting them to OGGs will yield playable music
- fonts are currently not working in RadialGM compiles as of 11-1-19 so no text display, LateralGM compiles will work but slight offset on text
The project's up on Bitbucket here, the downloads section has an option to download the entire repository but my experience putting binary downloads up on pastebin has been a mixed bag so no standalones for now. Included is ports to GM 8.0 Lite, GM 8.0 Pro (the original port), GM 8.1 Lite, GM:Studio 1.1 Free and the original Flash project.
Note: music's obviously pinched from G-Stream G2020 as placeholders, if you're gonna make a project based off this replace them first. Sound effects are mine, I don't care what happens to them.
Original post: https://pastebin.com/cfmuFYw1
It started as a school project in Flash, where I wasted a year having half a dozen teachers try to teach us different "signature" flavours of ActionScript 3, and then have the assistant principal tell us Game Maker would've been allowed under the cirriculum requirements for passing the class anyway. Naturally I told him how much of a bludge the class was and that I could've run the entire class myself if he'd approved of it first, instead of filling half a dozen fill-in teachers' paychecks, by porting it to Game Maker 8.0 Pro within 30 minutes to make a point. As an added bonus, it serves as a nice starter for people scared of GMOSSE's large size but could do a little better on the "best coding practice" front.
Compatibility with ENIGMA isn't 100% at the moment but better than it's been in the past thanks to the efforts of Goombert and company. Listing the remaining problems below for documentation purposes:
- mp3 music is not supported but converting them to OGGs will yield playable music
- fonts are currently not working in RadialGM compiles as of 11-1-19 so no text display, LateralGM compiles will work but slight offset on text
The project's up on Bitbucket here, the downloads section has an option to download the entire repository but my experience putting binary downloads up on pastebin has been a mixed bag so no standalones for now. Included is ports to GM 8.0 Lite, GM 8.0 Pro (the original port), GM 8.1 Lite, GM:Studio 1.1 Free and the original Flash project.
Note: music's obviously pinched from G-Stream G2020 as placeholders, if you're gonna make a project based off this replace them first. Sound effects are mine, I don't care what happens to them.
Original post: https://pastebin.com/cfmuFYw1
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