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Messages - Goombert

2491
Announcements / Re: LateralGM Update
« on: August 20, 2013, 02:06:54 pm »
TKG, its not hard at all its just a lot of code pretty much, but there was a lot of other LGM improvements I had to make such as the code editor for the shader syntaxing and stuff.

If anyone wants to be able to double click GMK's and EGM's or GMX's and have them auto open in LGM, simply redownload the latest portable ZIP and set enigma.exe as the default program for the filetypes either by double clicking the file and setting open with or going to control panel.

2492
Off-Topic / Re: SDL2 seems to be nice...
« on: August 19, 2013, 02:20:58 pm »
I disagree with both of them, SFML is a complete pain in the ass and they never update Linux packages and they don't even know how to properly abstract Audio interfaces.

2493
Proposals / Re: Changing fonts in LateralGM
« on: August 19, 2013, 02:16:54 pm »
@X sure your like the 5th person to request that, I will get to it I am busy with GMX stuff.

2494
General ENIGMA / Re: Does LateralGM support vector graphics?
« on: August 19, 2013, 02:15:16 pm »
@X yes of course 2d vector graphics are possible, OpenGL and DirectX are actually just 3D vector graphics API's all of our 2D functions essentially draw a d3d floor with 0 for all Z coordinate values

I also support SVG graphics in ENIGMA, definitely a must have.

2495
General ENIGMA / Re: Anyone ported Mario Engine? (Hello Engine)
« on: August 19, 2013, 02:07:56 pm »
popcade, I have made two attempts in the past to port that, as I remember it relies on variable_global_exists and other global variable access functions, we will need to wait for the new compiler I believe in order to get it working, but its definitely on the list of games we plan to have working.

2496
General ENIGMA / Re: ENIGMA for classroom?
« on: August 19, 2013, 01:36:11 pm »
popcade, enable hidden files in Windows control panel, go into enigma-dev folder and you will see a .git folder right click the config file and edit it with notepad.

Code: [Select]
[remote "origin"]
url = git@github.com:enigma-dev/enigma-dev.git
Replace the url line in that file with the direct link to your repository.

2497
General ENIGMA / Re: Enigma on Mac OS X
« on: August 18, 2013, 07:29:06 pm »
Fuck you greg it was actually OSX causing ur shit, dis y im gun shy in the mens bathroom.

2498
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 18, 2013, 06:55:46 pm »
Hey, sorry I did not respond for two days I was on vacation, I have just arrived home and will sort through news on the site. Like I said I did not completely finish GMX, just wanted it tested, and your source code will help me finish the full implementation.

2499
General ENIGMA / Re: Proper working directory and output messages
« on: August 16, 2013, 01:43:53 am »
Harri, the first time I ran this demo before upgrading Studio to the shader version, it could at least draw 32k at 100fps, it is such garbage, and I get tired of like DatZach and DaSpirit who think our project is a waste of time, when it clearly is not :(

2500
General ENIGMA / Re: Proper working directory and output messages
« on: August 16, 2013, 12:57:25 am »
Hey Josh, just an update to this so I don't forget to tell you tomorrow, someone already snuck in working_directory for Windows, however what you said I still like so I will postfix it "/WorkingDirectory/" I decided on calling it that instead of "/Resources/" since it just automatically explains itself to noobs. I just need canthelp to implement it on Linux then I'll add the Win32 fix as you do have a semi good point about people fucking up their shit and I like the idea of the working directory being ensured and dedicated to circumvent GameMaker: Stupido's nonsense horseshit.

Edit: Btw, to all the people talking about how powerful Studio is and how great and wonderful it is compared to shitty old ENIGMA, which can only draw 1 million cubes, here is me trying to draw just a little more than the 15 in their default demo...


You as shocked as I am? I bet you are, because its SOOOOO FUCKING OPTIMAL isnt it? Right? ENIGMA haters, eat my dick.

2501
Announcements / Re: LateralGM Update
« on: August 15, 2013, 09:30:48 pm »
Just, want to update everyone here exerimental GMX loading has been added...

WARNING! Use it at your own caution. There is no writer yet and you can not save and it has not been thoroughly tested, but here is a demo game I have manged to load from Studio and compile with the latest LGM...

Also note that the proper shader implementation is under way.

2502
General ENIGMA / Re: Proper working directory and output messages
« on: August 15, 2013, 05:53:22 pm »
Harri, I think Josh's solution is fine. By default each game will automatically set working directory to your GMK location += "/Resources" the only reason I haven't done it though is I don't know how, or if I have to implement a plugin callback >:

2503
General ENIGMA / Re: Java Plugin Freezing Explanation
« on: August 15, 2013, 10:08:44 am »
Harri, but nobody listens :/

2504
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 14, 2013, 10:58:14 pm »
jimn, the issue is he thinks large images are the results of his games not being able to properly load into LateralGM the IDE. I am attempting to resolve this correctly with my implementation of the GMX format, which should hopefully solve his problem.

2505
General ENIGMA / Java Plugin Freezing Explanation
« on: August 14, 2013, 10:56:11 pm »
I just want to explain to everyone, why it is that some of you may have had problems with the plugin freezing while loading.

I have currently been building the newest LateralGM jars targeting Java 7. When I made this change several months ago, the compilation speeds of LateralGM and its general performance drastically improved. But a new issue arose.

You see we use JNA which is a noobs wrapper to JNI for goobers too lazy to do shit themselves. JNA is used for native callbacks to our compiler library, or compileEGMf, extension may vary depending on platform. This means when I have been compiling LGM for 1.7 the boobs on 1.6 and 1.5 have been running into a freeze at plugin loading, for whatever reason, by they a macfag on an OS that can't even handle running the correct Java version, and no I don't mean PowerPC's, I mean MacOS Lion, gregfags computer.

I will from now on target Java 6 when compiling LGM, but no lower, as I do not want to force the slow lagginess of Java 5 back onto everyone.