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2026
Off-Topic / Is the GMC dying?
« on: December 12, 2013, 04:29:46 am »
This is not a rant topic, I am just noticing since I don't visit there but once every month or so, the community really seems like it is starting to become inactive.
Take for instance, the Work In Progress section...
http://gmc.yoyogames.com/index.php?showforum=11
Only a few games that were able to stay in the spotlight since this summer.
Look at the 3D examples.
http://gmc.yoyogames.com/index.php?showforum=41
Only one significant post since freaking 2012. Not to mention the only people that ever post to announcement topics are generally staff. Are they delusional over there, or can they not see they killed their own community?
Take for instance, the Work In Progress section...
http://gmc.yoyogames.com/index.php?showforum=11
Only a few games that were able to stay in the spotlight since this summer.
Look at the 3D examples.
http://gmc.yoyogames.com/index.php?showforum=41
Only one significant post since freaking 2012. Not to mention the only people that ever post to announcement topics are generally staff. Are they delusional over there, or can they not see they killed their own community?
2027
General ENIGMA / Re: NOTICE: For Windows users who have updated through 3/Dec/2013
« on: December 10, 2013, 11:10:27 pm »
Ok well, at least now I know why I couldn't get Direct3D built, I deleted eobjs just never API_Switchboard. At any rate, one of you fucked with D3D transformations...
Look what you've done to Mario you bastards...
Extensions appears to be working again now as well, updated Portable ZIP is on the download page. Everything back to normal.
Look what you've done to Mario you bastards...
Extensions appears to be working again now as well, updated Portable ZIP is on the download page. Everything back to normal.
2028
General ENIGMA / Re: Studio vs Legacy Alpha and Color
« on: December 10, 2013, 05:34:56 pm »
Fucking polygone, I already told you not to fucking add those. You can use transformations on the 2D functions, let people use the draw wall commands because it will be able to batch more of those without flushing. And we still have to add texture paging with those functions being a clusterfuck already, enough of your dumbass idea's.
2029
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 10:39:24 am »
Yup, deleting API_switchboard.h seems to fix it, I must have missed that one. Haven't tested Box2D or other extensions yet though.
2030
General ENIGMA / Re: Studio vs Legacy Alpha and Color
« on: December 10, 2013, 08:56:41 am »
No setting necessary; what you did already was fine.
2031
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 08:55:46 am »
I already did that and it is making no difference.
2032
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 04:23:38 am »
No you're right, it's totally fucking broken. The purpose of that was the ticket on the tracker about moving the preprocessor, it was to help get ENIGMA on the Ubuntu Software Center and create proper Linux packages. The side effect of cheeseboy doing this, was Windows becoming a broken mess.
2033
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 01:45:47 am »
Oh that was the other thing, I forgot to mention his build bot.
2034
General ENIGMA / Re: Studio vs Legacy Alpha and Color
« on: December 09, 2013, 07:41:37 pm »
I suggested draw_set_sprite_color/alpha draw_set_background_color/alpha for sprite and background functions that do not accept color/alpha. But you went ahead and overloaded all the functions to accept them ass parameters, which I am fine with.
2035
General ENIGMA / Studio vs Legacy Alpha and Color
« on: December 09, 2013, 07:25:02 pm »After realizing that some of the Game Maker sprite and background functions are not affected by the set drawing color and alpha I decided to run some tests. In the above two screenshots you can see a little test I ran in Studio and 8.1 with the code below. Notice in Studio the background function is affected by alpha but not color and in 8.1 it was affected by neither.
Code: (edl) [Select]
draw_set_color(c_red);
draw_set_alpha(0.5);
draw_background(bkg_0,0,0);
My solution to this was to simply allow all background and sprite and standard draw functions that do not accept color to be affected by the set drawing color and alpha. However, due to outcries from retarded trolls (cheeseboy/polygon) they want the old legacy Game Maker behavior which breaks support for Studio's version of the functions.
Part of this issue was starting to unfold in the following post.
http://enigma-dev.org/forums/index.php?topic=1632.0
The GitHub ticket for this issue can be found here.
https://github.com/enigma-dev/enigma-dev/issues/560
2036
Issues Help Desk / Re: Merging unfinished changes
« on: December 09, 2013, 04:11:16 pm »Quote
It seems that all the changes now being made to object system and whatnot have broken ENIGMA.You are going to have to be a little more specific, I added event inheritance, you can turn that off in Build->Settings. Aetherspawn accidentally committed an infinite loop to my object writing code, which I have since fixed. I changed instance system variables to be controlled by scalars. Fundies moved the preprocessor and everything to %APPDATA%/Roaming/ENIGMA, so please be a little more specific.
Quote
You don't without screen_save or draw_getpixel. Also surface_save.Fuck all that shit, we should deprecate the getpixel functions in favor of draw_get_pixel_grid() that returns a ds grid of all the pixels, same for sprite and background. Speaking of I also plan to add texture_save which makes all the other background_save and sprite_save calls much easier.
Quote
Seems like I'm gonna die before that happens.He's merging it right now and in the process of fixing the 500 JDI errors when parsing the STL
Anyway, Harri, please tell me what happened.
2037
Off-Topic / Re: I would just like to say...
« on: December 08, 2013, 08:41:39 pm »
You are very kind, I think I speak for everyone when I say thanks for the kind words.
2038
General ENIGMA / RadialGM
« on: December 06, 2013, 04:42:50 am »
Hey guys, just wanted to update everyone a bit the LateralGM rewrite in C++. The project is definitely making progress, and I also decided to write a little article on the wiki with some information any of you may find useful.
http://enigma-dev.org/docs/Wiki/RadialGM
The GMK API is currently completed, thanks to DatZach for writing the whole thing. The editor widgets and most of the LGM GUI layouts are completely redone and I do have a few functional editors such as the script/coding and game information editors working. I am waiting for the time to set down and work out the serializer for it with a little help from Josh. Basically what it does it make a single internal representation of the current projects kind of like XML sort of, it involves schema nodes and stuff. But anyway the goal there is to make it modular so many components of the various GMK/GMX/EGM readers and writers are agnostic to a lot of things. When the project gets further I will add information on building it, but it is too early for that quite yet.
http://enigma-dev.org/docs/Wiki/RadialGM
The GMK API is currently completed, thanks to DatZach for writing the whole thing. The editor widgets and most of the LGM GUI layouts are completely redone and I do have a few functional editors such as the script/coding and game information editors working. I am waiting for the time to set down and work out the serializer for it with a little help from Josh. Basically what it does it make a single internal representation of the current projects kind of like XML sort of, it involves schema nodes and stuff. But anyway the goal there is to make it modular so many components of the various GMK/GMX/EGM readers and writers are agnostic to a lot of things. When the project gets further I will add information on building it, but it is too early for that quite yet.
2039
General ENIGMA / LateralGM Plugin Repository
« on: December 06, 2013, 04:42:29 am »
This is just a heads up everyone, the source code to the LateralGM plugin that allows you to compile games with ENIGMA, is no longer included in the main repository. Its new repository can be located at the link below and all your old tickets have been preserved and moved there.
https://github.com/enigma-dev/lgmplugin
The justification for this is simple, we need to make room to accommodate multiple IDE's, and that will mean multiple plugins in the future. We eventually plan to allow you to pick out which IDE you want when downloading, these ideas are still rather young and we will discuss them more in the future. This movement of the plugin code will also allow us to make a Linux package, for instance, for the Ubuntu software center much easier.
This also means a couple of other things, one being that on Windows, your games when compiled are now found in %AppData%/Roaming/ENIGMA
https://github.com/enigma-dev/lgmplugin
The justification for this is simple, we need to make room to accommodate multiple IDE's, and that will mean multiple plugins in the future. We eventually plan to allow you to pick out which IDE you want when downloading, these ideas are still rather young and we will discuss them more in the future. This movement of the plugin code will also allow us to make a Linux package, for instance, for the Ubuntu software center much easier.
This also means a couple of other things, one being that on Windows, your games when compiled are now found in %AppData%/Roaming/ENIGMA
2040
Issues Help Desk / Re: Issues with scrolling logos and transitioning from rooms.
« on: December 06, 2013, 03:02:47 am »
Could also be related, Harri, to me comitting fixes for persistent object and the room system for Windows only, I've been rather cautious not to break Linux.
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