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
Off-Topic / UE4 is now free
« on: March 02, 2015, 09:50:56 pm »
https://www.unrealengine.com/blog/ue4-is-free
No more monthly subscription cost. You do still have to pay royalties as before (5% after making $3000 in a quarter). But hey, release your game as free/open source and you never pay a dime. Likewise if your game is a commercial flop, never pay a dime.
I've been a big fan of UE4 myself for making 3d games. Power and speed of C++ as well as a vastly superior editor, especially with that shader editor. It's not great for mobile games, mainly on older devices, as it uses deferred rendering on mobile as well instead of something simpler like forward rendering which Unity uses.
But hey you get access to the full engine source code on github. I've never attempted to modify that source myself, but I have implemented other people's patches into my version of the editor to save some headache before Epic got around to releasing a hotfix or point release.
And now because the UE4 is free, you can also poke around with the new Unreal Tournament for free.
Also UE4 supports 2d... but it's worse than Unity's offering (which I already thought was overkill) and certainly not as easy as something like ENIGMA.
No more monthly subscription cost. You do still have to pay royalties as before (5% after making $3000 in a quarter). But hey, release your game as free/open source and you never pay a dime. Likewise if your game is a commercial flop, never pay a dime.
I've been a big fan of UE4 myself for making 3d games. Power and speed of C++ as well as a vastly superior editor, especially with that shader editor. It's not great for mobile games, mainly on older devices, as it uses deferred rendering on mobile as well instead of something simpler like forward rendering which Unity uses.
But hey you get access to the full engine source code on github. I've never attempted to modify that source myself, but I have implemented other people's patches into my version of the editor to save some headache before Epic got around to releasing a hotfix or point release.
And now because the UE4 is free, you can also poke around with the new Unreal Tournament for free.
Also UE4 supports 2d... but it's worse than Unity's offering (which I already thought was overkill) and certainly not as easy as something like ENIGMA.
2
Off-Topic / Freakin' Ouch
« on: July 26, 2014, 06:39:59 am »
Got all 4 of my wisdom teeth pulled yesterday. Feels like my face got hit with a sledgehammer. I'm taking 5 different pills, 3 times a day. On the plus side one of them is vicodin so usually the pain ain't so bad. Unfortunately vicodin also makes me extremely sleepy and nauseous.
Also I can't eat solid food for a week.
Also I can't eat solid food for a week.
3
Developing ENIGMA / Android
« on: July 21, 2014, 01:17:02 pm »
I am trying to get Android working on Windows.
I copied the Android.ey from MacOS to Windows and changed it as follows:
Now upon loading LGM I can select "Android NDK" from the compilers drop down. The problem is if I change "Target-platform" to "Android", I can no longer select "Android NDK" from the Compiler combobox and "Android" does not show up in the Platform combobox either.
So I think it's a bug with LGM's enigma settings window.
The problem with leaving the Platform combobox as Windows is that it tries to compile as platform Win32 in the Windows/Windows compile path.
I copied the Android.ey from MacOS to Windows and changed it as follows:
Code: [Select]
%e-yaml
---
Name: Android NDK
Native: No
Maintainer: TGMG,IsmAvatar
Target-platform: Windows
Now upon loading LGM I can select "Android NDK" from the compilers drop down. The problem is if I change "Target-platform" to "Android", I can no longer select "Android NDK" from the Compiler combobox and "Android" does not show up in the Platform combobox either.
So I think it's a bug with LGM's enigma settings window.
The problem with leaving the Platform combobox as Windows is that it tries to compile as platform Win32 in the Windows/Windows compile path.
4
Issues Help Desk / Constants don't work?
« on: June 21, 2014, 01:29:16 am »
I am using latest portable exe (from 6/19) and it appears (user-defined) constants don't work! All constant values are null when I try to print them.
Can these get implemented or fixed?
xoxo,
Daz
Can these get implemented or fixed?
xoxo,
Daz
5
Off-Topic / I want to like Chrome
« on: April 21, 2014, 07:08:59 pm »
I've been using Chrome as my main browser for a while for a couple of reasons. For one, I have a Chromebook, and the user experience between devices is rock solid. Secondly, I used to use Opera until they gave up on their engine and basically just wrapped around Chrome's engine -- except they took out all of the features that made Opera, well... Opera. So now Opera is just like a gimped version of Chrome. Lastly, Chrome does have excellent performance. In Firefox, I frequently get UI hangs. If I open a new tab that's loading and try to go back to scrolling a web page or even selecting another tab, the damn thing freezes.
But jesus fucking christ Chrome's using 3gb of ram. Granted, I do have 22 tabs open, but this is just insane.
I have Visual Studio, Eclipse, and an Android emulator running and combined they use less ram than Chrome. Dafuck.
TL;DR IE is the best browser.
But jesus fucking christ Chrome's using 3gb of ram. Granted, I do have 22 tabs open, but this is just insane.
I have Visual Studio, Eclipse, and an Android emulator running and combined they use less ram than Chrome. Dafuck.
TL;DR IE is the best browser.
6
Issues Help Desk / Reading EGM crashes JVM, writing causes null pointer exception
« on: March 05, 2014, 04:47:40 pm »
Latest revision xoxo
Happens under different CPU architectures (arm/32, amd/64)
Also this is under linux (ubuntu 12.04 and 13.10). I dare not try on Windows yet...
Happens under different CPU architectures (arm/32, amd/64)
Also this is under linux (ubuntu 12.04 and 13.10). I dare not try on Windows yet...
7
Issues Help Desk / Problems on old linux again
« on: March 04, 2014, 02:30:24 pm »
I try to run LGM and it crashes
(precise)matt@localhost:~/Documents/enigma-dev-master$ java -jar lateralgm.jar
Java Version: 10600 (1.6.0_30)
Exception in thread "main" java.lang.UnsatisfiedLinkError: java.awt.SplashScreen._getInstance()J
at java.awt.SplashScreen._getInstance(Native Method)
at java.awt.SplashScreen.getSplashScreen(SplashScreen.java:113)
at org.lateralgm.main.LGM$SplashProgress.<init>(LGM.java:906)
at org.lateralgm.main.LGM.main(LGM.java:744)
(precise)matt@localhost:~/Documents/enigma-dev-master$
I think it doesn't like my old java (and maybe the fact that it's openjdk). Also I tried updating lateralgm.jar and enigma.jar with same problem. Also I tried to build lateralgm from source, but eclipse was complaining about a million errors.
I ran make and it compiled libcompileegmf just fine.
(precise)matt@localhost:~/Documents/enigma-dev-master$ java -jar lateralgm.jar
Java Version: 10600 (1.6.0_30)
Exception in thread "main" java.lang.UnsatisfiedLinkError: java.awt.SplashScreen._getInstance()J
at java.awt.SplashScreen._getInstance(Native Method)
at java.awt.SplashScreen.getSplashScreen(SplashScreen.java:113)
at org.lateralgm.main.LGM$SplashProgress.<init>(LGM.java:906)
at org.lateralgm.main.LGM.main(LGM.java:744)
(precise)matt@localhost:~/Documents/enigma-dev-master$
I think it doesn't like my old java (and maybe the fact that it's openjdk). Also I tried updating lateralgm.jar and enigma.jar with same problem. Also I tried to build lateralgm from source, but eclipse was complaining about a million errors.
I ran make and it compiled libcompileegmf just fine.
8
Off-Topic / GM:S's support response times are impressive!
« on: March 04, 2014, 12:40:51 pm »
Heavy sarcasm warning.
A bug I reported nearly two years ago finally got a response...
A NOTE has been added to this issue.
======================================================================
http://bugs.yoyogames.com/view.php?id=5683
======================================================================
Reported By: minderaser
Assigned To: Russell Kay
======================================================================
Project: GameMaker: Studio
Issue ID: 5683
Category: Functions
Reproducibility: 100%
Severity: C - General
Priority: Low
Status: assigned
GM Version: 1.2.1224
======================================================================
Date Submitted: 2012-07-31 00:35 BST
Last Modified: 2014-03-04 16:34 GMT
======================================================================
Jesus fucking christ. I think the longest I went without a response on Enigma was... one day?
A bug I reported nearly two years ago finally got a response...
A NOTE has been added to this issue.
======================================================================
http://bugs.yoyogames.com/view.php?id=5683
======================================================================
Reported By: minderaser
Assigned To: Russell Kay
======================================================================
Project: GameMaker: Studio
Issue ID: 5683
Category: Functions
Reproducibility: 100%
Severity: C - General
Priority: Low
Status: assigned
GM Version: 1.2.1224
======================================================================
Date Submitted: 2012-07-31 00:35 BST
Last Modified: 2014-03-04 16:34 GMT
======================================================================
Jesus fucking christ. I think the longest I went without a response on Enigma was... one day?
9
Issues Help Desk / Sprite_add crashes
« on: February 20, 2014, 10:52:45 am »
I have tried both versions of the sprite_add function and as soon as it's called it crashes the game.
background_add doesn't have any problems. I tried setting graphics engine to both OpenGL 1 and 3. I have tried changing up the parameters, nothing seems to matter.
Using portable exe from 2/18 if it helps.
Code: [Select]
spr_title = sprite_add(dataDir + "textures/title.png", 1, false, false, true, true, 0, 0);
spr_title = sprite_add(dataDir + "textures/title.png", 1, false, true, 0, 0);
(I did a file_exists on the path, it returned true)background_add doesn't have any problems. I tried setting graphics engine to both OpenGL 1 and 3. I have tried changing up the parameters, nothing seems to matter.
Using portable exe from 2/18 if it helps.
10
Issues Help Desk / View ports screwed up in ENIGMA
« on: February 20, 2014, 02:26:58 am »
My setup:
64x64 sprite, assigned to obj. Obj has spacebar event with code:
Obj is in roughly center room. Room has default everything, except checked enable views and visible when game starts.
Expected: when spacebar is pressed, scaling viewport should cause screen to fill. What happens: who the hell knows.
Enigma: http://i.imgur.com/h8uEwAy.png
GM: http://i.imgur.com/e0agEzq.png
(GM has correct behavior)
64x64 sprite, assigned to obj. Obj has spacebar event with code:
Code: [Select]
view_wport[0] = 1280;
view_hport[0] = 720;
window_set_size(1280, 720);
Obj is in roughly center room. Room has default everything, except checked enable views and visible when game starts.
Expected: when spacebar is pressed, scaling viewport should cause screen to fill. What happens: who the hell knows.
Enigma: http://i.imgur.com/h8uEwAy.png
GM: http://i.imgur.com/e0agEzq.png
(GM has correct behavior)
11
Issues Help Desk / Odd Var Leak
« on: February 20, 2014, 01:30:03 am »
ENIGMA has a weird variable leak that had utterly confused me for a while. I narrowed it as best I could. Let me start by saying I honestly have no idea what is causing this problem. At all.
Reproduce steps:
Create a script with code:
Create a room, and in the init code, call the script.
Create an object with an event that calls the script in the room (e.g. spacebar up event).
You'll notice when called from the room creation code, the output is something like "777, 1080, 1080"
But when called from the object, it's "777, 777, 1080"
Somehow in the room creation code the variable w is being overwritten by either h or display_get_height(). I thought this might be a case that somewhere in the room there's an internal variable named w that is fucking up my previously set value.
IDK PLZ FIX THIS IS WIGGIN ME OUT MAN
I tried to look at ENIGMA's code myself but I couldn't find anything immediately obvious in window_set_size or display_get_height so it's probably deeper in ENIGMA's internals than I care to go.
I was bored so I also uploaded a bare minimum example of this sorcery happening: https://dl.dropboxusercontent.com/u/1215621/whatthescope.egm
p.s. using the windows exe uploaded on 2/18 idk what revision that is
Reproduce steps:
Create a script with code:
Code: [Select]
w = 777;
show_message("Width: "+string(w));
h = display_get_height();
show_message("Width: "+string(w));
show_message("Height: "+string(h));
Create a room, and in the init code, call the script.
Create an object with an event that calls the script in the room (e.g. spacebar up event).
You'll notice when called from the room creation code, the output is something like "777, 1080, 1080"
But when called from the object, it's "777, 777, 1080"
Somehow in the room creation code the variable w is being overwritten by either h or display_get_height(). I thought this might be a case that somewhere in the room there's an internal variable named w that is fucking up my previously set value.
IDK PLZ FIX THIS IS WIGGIN ME OUT MAN
I tried to look at ENIGMA's code myself but I couldn't find anything immediately obvious in window_set_size or display_get_height so it's probably deeper in ENIGMA's internals than I care to go.
I was bored so I also uploaded a bare minimum example of this sorcery happening: https://dl.dropboxusercontent.com/u/1215621/whatthescope.egm
p.s. using the windows exe uploaded on 2/18 idk what revision that is
12
Issues Help Desk / Texturing in 3d
« on: February 04, 2014, 04:53:56 pm »
I decided to try out loading in a 3d model (.obj) and it draws the model just fine, but it draws it as black. Are UV's not imported from .obj models? That's the only reason I can think of for the texture not showing. I tried drawing it with light disabled and with a point light defined and lighting enabled.
Better might be to ask if there is a .obj example somewhere so I can see if I'm drawing it incorrectly or if my model was exported incorrectly, or if it's a problem with Enigma.
Better might be to ask if there is a .obj example somewhere so I can see if I'm drawing it incorrectly or if my model was exported incorrectly, or if it's a problem with Enigma.
13
Issues Help Desk / No inheritance?
« on: January 29, 2014, 12:19:48 pm »
Does enigma not support inheritance or is it broken?
obj_0 has spacebar even that shows message
obj_1 has object 0 parent, no events.
Place obj_1 into room, when game is run spacebar should still show message (it does not in Enigma). Works fine in GM.
obj_0 has spacebar even that shows message
obj_1 has object 0 parent, no events.
Place obj_1 into room, when game is run spacebar should still show message (it does not in Enigma). Works fine in GM.
14
Issues Help Desk / LGM -> Enigma link broken
« on: January 28, 2014, 05:11:23 pm »
I just downloaded the newest version of the self extracting exe and after LGM called the compiler for a while, a message popped up saying "Call to 'defines' toolchain executable returned non-zero!" This message appears every time I run LGM. Play button etc are grayed out.
15
Issues Help Desk / LGM crashes during load
« on: October 16, 2013, 12:19:27 pm »
Hi I'm trying to get enigma working on my arm chromebook, which might not ever work. Currently I have it setup with Ubuntu 12.04 LTS. I'm running OpenJDK 1.6 u27.
The loading bar gets to "loading plugins" and in the console "07_draw.lgl" then LGM crashes.
I think I might need to upgrade my distro and get newer version of gcc/java, but it'd be nice if I could get it to work without such drastic changes.
The loading bar gets to "loading plugins" and in the console "07_draw.lgl" then LGM crashes.
I think I might need to upgrade my distro and get newer version of gcc/java, but it'd be nice if I could get it to work without such drastic changes.