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Messages - daz

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121
Off-Topic / Re: Don't get Scroogled!
« on: November 29, 2013, 04:22:59 am »
Well I'm not surprised. Chromebooks are cheap as dirt and Microsoft wants to get into that market. Three of Amazon's top ten best selling laptops are Chromebooks. Having their OS pricey is what's stopping that IMO. Nothing like trying to buy a cheap device and being clotheslined by the OS pricetag being 1/3rd of the total cost of the device.

Their pawn stars video is very cringeworthy.

122
General ENIGMA / Re: Skeletal Animation
« on: November 14, 2013, 04:12:42 pm »
I don't think 2d skeletal animation should be a priority, but 3d skeletal animation would certainly be welcome. What else are we supposed to be doing, frame by frame exports? That's retarded.

123
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 10:41:16 am »
In LateralGM on the left hand side in the treeview at the very bottom should be "Enigma Settings". To disable audio, select the API tab and in the Audio drop down select "none".

Also your error involving "X11/Xlib.h: No such file or directory" will happen if the file was created on Linux and you are trying to run it on Windows. To fix it, you should just have to open that same settings panel and click the checkbox. Currently LGM doesn't detect that the OS changed automatically. If you're curious why this happens or if simply opening and closing the panel didn't work, click on the API tab and make sure the platform is Windows.

Also the file size increase is from things such as the physics, audio, and other enhancements. C++ executables tend to bloat rather quickly with increased complexity.

124
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.

125
Issues Help Desk / Re: Music and external files
« on: October 15, 2013, 10:24:05 am »
daz, it only does that with egm's, egm's are not supposed to make global back ups, neither is GMX, global back up stuff is gone in Studio
Then why does LGM try to make a backup of it anyway? I don't seen an option to disable that from within the ide.

Quote
anyway, working directory does work in the IDE, I tested that project k gmk that loads a model with working_directory and it works fine, its on the EDC, take a look at it
I don't know why I didn't try that, it works.

PS have you thought of making the new icon (I guess that was probably you) have the shapes arranged in an "E"? I think that'd look more interesting than being randomly strewn around.

126
Issues Help Desk / Music and external files
« on: October 15, 2013, 04:01:40 am »
I wanted to use external files in my game, especially for audio. However with sound_add, after pressing the run button the game crashes (it cannot find the sound). If I copy the generated executable to the directory the egm is in, it works.

Also odd, if I copy my data directory to the temp folder, when running the game from lgm it still crashes, but if I open the executable myself from the same temp folder it works. Magic or some shit.

Anyway it'd be nice if the working directory could be set to the save file location to save me a pain in the ass.

While I'm here, there's been something really screwy with backup files for a long time now. Every time I save it warns me it can't move the project to a backup file (in fact there is no backup file).

127
Off-Topic / Re: Blitz Monkey
« on: September 23, 2013, 12:55:06 pm »
I remember talking with someone on the IRC about OpenFL (then known as HaxeNME). Basically, I had a lot of problems with it. Trying to play sounds on certain versions of Android caused the app to crash, some functions didn't work at all on some devices (e.g. sound looping did not work on blackberry) there were also some memory leaks where it was loading the sound into memory every time it played. I also had performance problems, where a blank screen was drawing at only 45 fps or so, which is simply not acceptable. The only advantage is that it's open source so you can fix the problems yourself (spoiler: I have no interest in digging through a mass of engine code I'm unfamiliar with). Of course it also has a write once, deploy everywhere philosophy which I've come to like with GM, Unity, et al. But I haven't tried it at all recently. Maybe they've fixed some of these huge problems by now.

Granted, enigma doesn't support any mobile platforms, so this might be the best open source alternative.

128
Issues Help Desk / Re: Compile failed at C++ level.
« on: September 10, 2013, 12:25:39 am »
treasure.gmk, the example that can be found in GM8 example folder: http://ge.tt/2yZSwor/v/0

the game I made for Ludum Dare 27: http://ge.tt/6IOTxor/v/0

tested 5 games in the ENIGMA example page, all of them work well.
In the treasure.gmk file, in ENIGMA no resources can share the same name. In the Treasure game, there is both a sprite and an object named "monster". Rename one of them. There is also a sound bonus and an object bonus. In the Treasure game you must also rename "catch" to something else. Due to the way the parser seems to work currently, it just throws in the resources verbatim, and as "catch" is a reserved word, it fucks up the compiler. After these changes, the game runs in ENIGMA.

In your LD game, it does not like "if global.traptype<>0" in obj_spike's step event. Change it to !=. Likewise for a lot of other objects. Sprites "blank" and "endgamespr" must have at least one subimg. Empty sprites will compile, but will crash the game on run (you can load a sprite that is essentially blank by having an alpha channel, for instance). After those changes your LD game runs.

I took the liberty to make these changes and provide them for download here if you're interested:
https://dl.dropboxusercontent.com/u/1215621/treasure.gmk
https://dl.dropboxusercontent.com/u/1215621/LD27.gmk

All I know is they compile and run. I do not know if they play the same or not, and did not test them extensively.

129
Issues Help Desk / Re: missing surface functions?
« on: September 09, 2013, 11:58:47 pm »
I was bored so I tried that surface.gmk. In OGL 1, I got this crappy result: http://i.imgur.com/Z6MpxYa.png but using OGL 3 I got the correct image displaying.

130
Issues Help Desk / Re: Simple cube not working
« on: September 09, 2013, 02:46:01 pm »
OK I found what you mean. Yes, creating a model first and adding the linelist to the model and then drawing the model works. See the trend? That's what I had to do to get the cube to draw too. Thanks for the help though.

131
Issues Help Desk / Re: Simple cube not working
« on: September 09, 2013, 01:42:56 pm »
None of them draw lines using the 3d system from what I can tell. Even the "vector conversion" uses fake 3d lines.

132
Issues Help Desk / Re: Simple cube not working
« on: September 09, 2013, 10:54:11 am »
Doesn't work with GL1 or 3, and with DX9 it causes the game to crash.

133
Off-Topic / Re: Linux, Major Leap In August Userbase
« on: September 09, 2013, 09:15:12 am »
Windows 8 has largely minimal improvements over 7. What I like most are the super quick boot times, improved task manager, and improved file explorer. The whole "modern UI" thing I think they really should have kept for tablets only, FFS. I literally never use it, aside from when I hit the Windows key to quickly search and open a program (e.g. WIN->gi->enter, and GIMP opens).

I don't know if you've looked at modern Linux distros lately, but they require quite a bit of resources themselves. Granted, you can often do fun things like swapping out the windowing system to have lower sys reqs which isn't exactly feasible on Windows (or you know you could use micro distros like Tiny Core if you really want).

134
Issues Help Desk / Re: Simple cube not working
« on: September 09, 2013, 09:02:32 am »
Whens the last time you guys updated the engine? Also, daz, non power of two textures is a limitation of the graphics API Direct3D and OpenGL just don't know how to handle them, so the GPU fills the textures with extra space.
I downloaded enigma yesterday from the Windows portable exe.

Also, this does not work in Enigma (drawing lines)

Code: [Select]
d3d_set_lighting(false);
d3d_primitive_begin(pr_linelist);
d3d_vertex_color(0, 0, -100, c_blue, 1);
d3d_vertex_color(0, 0, 100, c_blue, 1);
d3d_vertex_color(-100, 0, 0, c_red, 1);
d3d_vertex_color(100, 0, 0, c_red, 1);
d3d_vertex_color(0, -100, 0, c_green, 1);
d3d_vertex_color(0, 100, 0, c_green, 1);
d3d_primitive_end();

135
Issues Help Desk / Re: Simple cube not working
« on: September 08, 2013, 07:18:59 pm »
Ah, interesting. Based on that hint, the below does work in enigma:
Code: [Select]
cube = d3d_model_create();
d3d_model_block(cube, -5, -5, -5, 5, 5, 5, 1, 1, true);
d3d_model_draw(cube, 0, 0, 0, background_get_texture(background0));

Also in enigma, d3d_model_block has one extra parameter, and will not work with NPO2 textures like GM will.

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