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Messages - Goombert

541
General ENIGMA / Re: Externalizing LateralGM
« on: December 09, 2014, 10:49:31 pm »
Just an update to this, I figured out why isDirectory() was not working when iterating through a Jar, you have to export the directory structure info with the jar from the jardescription.


542
General ENIGMA / Re: Quick question on fonts
« on: December 09, 2014, 12:45:58 am »
No it's the copyright of the font TKG, the ones in word are likely free or permissive DS2, and I do believe changing the format can sometimes get around that TKG, such as if it were vector instead of bitmap.

543
General ENIGMA / Re: Busy busy, like a bee
« on: December 09, 2014, 12:01:55 am »
I just tested sorlok and building an exe with the "None" window system did not force open a terminal/cmd. It's probably something minor within the cross-compiler. I don't know whether or not Linux builds force a terminal open or not. We should probably add a preference for this somewhere, but then again I want to abstract systems such as "None" and "Shell" because they also mean two different things in graphics. None means absolutely no symbols, nothing at all, shell simply means the functions are shelled and able to work on any platform, headless in other words.

544
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 08, 2014, 03:42:30 pm »
Thanks egofree, and thanks for your fixes too otherwise I probably wouldn't have noticed the tile names for quite some time, it looks like I got the instance names a long time ago. I was actually thinking about the undo/redo buttons right now since I was going to add instance creation ordering to the room editor, but you seem to be working in the same files right now. I got this release out to avoid us having conflicts in our commits.

As for the close button, GM's is layed out quite similar, I combined all effects to one frame. It's fine for now, just don't stress about it. Too many bigger things to worry about right now, we can always come back to things. Also the size of the combo can't really be fixed, the preferred size cuts off the strings and the default size makes it fill the whole width, so I went with getPreferredSize().width * 2 for now.


Also try to use the edit button more, this topic is getting too many pages and we keep going to a new page too quickly, last page only had 2 releases.

545
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 08, 2014, 01:52:11 pm »
Here's another quick update, I've included some fixes from egofree, and I've finally finished that image effects frame!

You can update as usual using python install.py or manually from the Extra Packages page.
http://www.enigma-dev.org/docs/Wiki/Install:Extra_Packages

1) Image effects frame implemented and 12 basic effects including Colorize, Intensity, Outline, Emboss, Black and White, Invert Color, Remove Color, Remove Transparency, Sharpen, Blur, Opacity, and Edge detection. The little green spray paint can icon on the sprite and background frame will open the image effects frame. For sprites you can apply it to all selected subimages, otherwise just select 1 subimage, if no subimages are selected it will be applied to every subimage.
https://github.com/IsmAvatar/LateralGM/commit/c2388c0b4efea5a1f571092f050bd7a076abc605
https://github.com/IsmAvatar/LateralGM/commit/020ec6d7efbcc5b95ad9cfaa1e5c52bffb8642d2
https://github.com/IsmAvatar/LateralGM/commit/c45c1aa5dcf872398a7b6d35ec70ae9fb8385087
https://github.com/IsmAvatar/LateralGM/commit/a662aacbc0b5569754729d9266e242314547979b
https://github.com/IsmAvatar/LateralGM/commit/c64fba1edc448393ff80599ed20404e905675593


2) Fixed a bug in the search feature, resource action arguments will now be searched by name, useful for finding all uses of a script for instance.
https://github.com/IsmAvatar/LateralGM/commit/fec2200a92d2b761b60ece75eed4f5819d4e2a16


3) A fix was included by egofree for the GMX writer to give all tiles unique names using the id, which works with Studio though is less hash-like. A similar fix was previously included for instances by myself.
https://github.com/IsmAvatar/LateralGM/commit/c6f7a9d9e56646c2a1a85c54d148e030c957be1f

4) Fixed exception in instance list of the room editor when selected instance has a non-existant object reference. For example you create an instance of an object and then delete the object resource, the instance becomes of unlinked.
https://github.com/IsmAvatar/LateralGM/commit/fe40e656d1a577d0556d29505aad3fe8548f1dac

5) Moved transparency functions, such as for checkered patterns, to Utility class.
https://github.com/IsmAvatar/LateralGM/commit/b00c81e5fe5b78218d271f65309c954b335e461c

546
Proposals / Re: Improving tiles editing
« on: December 08, 2014, 01:38:14 pm »
I am fine with this change.

547
General ENIGMA / Re: Busy busy, like a bee
« on: December 08, 2014, 09:07:05 am »
TheExDeus his problem could be that he's using a cross compiler. Sorlok I always thought it was weird that your games would open a terminal, they aren't supposed to do that.

548
General ENIGMA / Re: Code Action Comments
« on: December 08, 2014, 12:37:51 am »
Josh, how could we parse the comments to look for an @description field?

549
General ENIGMA / Re: Busy busy, like a bee
« on: December 07, 2014, 11:37:41 pm »
No problem sorlok and let me know if you need anything else! We also got that instance tree merged now so the other things you were working on when you get back to them should go a lot smoother now. :D

550
General ENIGMA / Re: Busy busy, like a bee
« on: December 07, 2014, 11:24:51 pm »
Haha not bad for the time completed sorlok! I made it all the way to level 4 before dying from a cactus, I feel these cactus's are a little overpowered, I don't want to sound like a noob though lol I don't play a lot of games anymore. Is there somewhere I can vote for your game or anything?

551
General ENIGMA / Re: Code Action Comments
« on: December 07, 2014, 10:16:11 pm »
I can't decide if I like it or not, it just seems like this may not play well with doxygen comments if say the user uses doxygen copyright headers.

552
Off-Topic / Re: what if Atari bought GM instead?
« on: December 07, 2014, 09:46:33 pm »


It would probably be just as bad as it is now, Atari is not that great at innovating, though I doubt as much would be broken, progress would just have been a lot slower.

Studio would be as incomplete as Timmy Vermicelli

553
General ENIGMA / Code Action Comments
« on: December 07, 2014, 06:41:41 pm »
This has been in Studio for a while, you can use /// on the first line of code action to change its descriptive label. I just want to know what everyone thinks of this feature, maybe we could add it to LGM or not, would just like to know what people think.


From the GMC:
http://gmc.yoyogames.com/index.php?s=2dbd49a45df4db76813855b67a017983&showtopic=646815

554
Third Party / Re: Ultimate3D 2.1 Ported
« on: December 07, 2014, 05:30:05 pm »
Just an update, this extension has now been almost completely ported and should work about the same as it would with GM: Studio, it requires use of my special modified scripts which can be downloaded above. I had to fix some of our window flags to add the missing flags from GM8.1 that allow child windows to clip and render on top of our main window.
https://github.com/enigma-dev/enigma-dev/pull/884

Download the new Portable ZIP here if you don't want to update manually:
http://enigma-dev.org/docs/Wiki/Install:Windows

Enter the following in a terminal or with git-bash.exe if you have the Portable ZIP and want to update manually (you may also need to download the new LGM and plugin jars):
Code: (Bash) [Select]
cd enigma-dev
git fetch
git pull

555
Update here I've made more progress and figured out why some of the object scripts were not rendering properly. It has to do with how I have replaced the variable initialization, for CreateWall or CreateFloor I had to completely remove the initialization because the user is expected to do it anyway, so I see no reason why this was necessary as it would just make the object invisible anyway. This also requires that "Treat unitialized variables as 0" is enabled in Game Settings->Errors

This is the updated CreateWall() script. I hope these changes are correct and that the original creator would agree with them, since something similar would be necessary to port it to Studio anyway.
Code: (EDL) [Select]
// CreateWall()
// This function creates a wall object and associates it with the object
// the function is called by. Before you can call this function you have
// to set the variables x2 and y2 which define where the wall goes to
// from it's origin, the variable height which defines the height of the
// wall and the variable texture which gives the index of the texture that
// is to be used for the wall. For information on optional variables and
// more information on how to use primitive objects read the help file.
Init();
InitializePrimitiveVariables();
/*
if (!ultimate3d_createwall_initialized) {
ultimate3d_createwall_initialized = true;
x2=0;
y2=0;
height=0;
}
*/
u3d_index=external_call(global.u3d_create_wall,x2,y2,height,texture,texx1,texy1,texx2,texy2,partsx,partsy);
if(u3d_index){
    u3d_type=7;
}
return u3d_index!=0;

The lighting and graphics and all now work just exactly as they would in Studio.


Edit: I managed to get the original dll working by fixing in ENIGMA's window flags and making them exactly the same as GM8.1

Follow the original topic from now on for further updates.
http://enigma-dev.org/forums/index.php?topic=1248