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Messages - Goombert

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Works in Progress / Re: Mystery Mansion
« on: Today at 12:18:32 PM »
I am really excited for the release of your upcoming game hugar. I have to say, I like the theme and I think it's going to be interesting to see how the story develops as the game progresses. I look forward to a story directed by you. The gameplay mechanics discussed sound similar to others we've been seeing lately, with some additional twists. I hope that you will employ enough variety to differentiate the game. I am looking forward to what the bonus items will be and discovering them in the game. I really like the preview screens and have to say the art work looks good so far. I'll be watching and waiting for the first release!

General ENIGMA / Re: Great News for the NEW YEAR
« on: January 01, 2019, 02:44:36 AM »
Oh my gaaaahddd, I went to bed in 2018, I wake up in 2019 and the EDC is fixed. Call the starship scotty because they're going to beam me straight up into the giant big ol' fat 3.14 in the sky.

Now that I got that out of my system, I just want to say I am really happy and thrilled with all of you lately. Excellent work on Josh's part, I am really happy he finally hammered all the gremlins out of the EDC so we can use it again. I am really proud and also greatful for your work on developing an offline manual that I know many people are going to be quite happy about hugar! TKG is clearly starting to mature into a skilled software developer, and a useful contributor now, as he continues to refine his development habits and practices to accomplish much larger and needed tasks like the SDL joysticks this week.

2018 has been a great year and I have it on good authority that 2019 is going to be even better! :eng101:

Works in Progress / Re: Project Mario
« on: January 01, 2019, 02:19:06 AM »
Minor update to this topic because I have run across the fact that my old Dropbox links have gone dead. I stopped using Dropbox about a year ago but have backed up all of my files from there. I spoke with Josh and asked him about putting Project Mario up on the EDC and he actually went so far as to fix EDC game uploading. I'm now hosting the project's source there.

I believe this is carried on from the ISO compliant version because I notice I use all forward slashes for filepaths instead of backslashes. Which is fine either way, GM8.1 should handle forward slashes just fine. To get this version to build on the latest master you just need to use the OpenAL audio system because the DirectSound audio system seems to have some issues with some of the WAV audio files.

Over the years since I posted this topic, ENIGMA has changed significantly. The only main issue I have found with running the game in the good old OpenGL1 is that Mario's head does not appear on the start screen. This is likely due to a change in the clipping planes of the projection function when I switched ENIGMA to GLM. Direct3D9 has also seemed to have developed some surface issues at some point. Regardless, I am generally happy that the game continues to work so well despite some of our massive overhauling of the models and everything (thanks continuous integration!).

Issues Help Desk / Re: [SOLVED]LGM/Enigma lib errors
« on: December 07, 2018, 10:15:16 AM »
That's good, everybody note this, I may have to tweak the Wiki a bit to mention that you should do it from the MinGW32 terminal for 32 bit.

Off-Topic / Re: Greetings, everyone!
« on: December 05, 2018, 12:41:19 AM »
Hey ProtoLink! I should mention I find it humorous that not only is your group Enigma, your name is also "Proto" "Link" and the entire new serialization mechanism we use in the new IDE is based on Google Protocol Buffers (aka "protos"). Anyway, welcome to the forum and I hope you have fun here! Our community members are extremely helpful so don't ever be afraid to ask for help.

Issues Help Desk / Re: LGM/Enigma lib errors
« on: December 05, 2018, 12:37:52 AM »
3. 64-bit CompileEGMF don't work on latest LateralGM.
I'm using portable Java 8.0 x32, packed with Launch4j, so, the installation and PATH for it is not needed.

This is the problem, you have to use a Java that is the same architecture as compileEGMf. A 64 bit Windows process can not load a 32 bit dll, and this is true for Java as well. If your computer can run the 64 bit version, then you should use a 64 bit Java with a 64 bit MSYS2, which actually will still allow you to build 32 bit games if you separately install the 32 bit versions of the packages at the same time (though nobody has really experimented with doing so yet). RadialGM will not have this issue.

Issues Help Desk / Re: RGM crashes on startup
« on: November 17, 2018, 04:07:15 AM »
This has since been resolved and was just temporary. Understand I may make a few more breaking changes like this as I refine the remote building of games in the server.

That said, I am not really ready for beta testing yet, so whatever people are doing at this point is not really supported. I'll be making an official announcement when everything is ready to go for the first beta.

Issues Help Desk / Re: LateralGM external code editor does not work
« on: November 17, 2018, 04:00:07 AM »
Sorry I do not have more time to investigate with developing the new IDE full time. I just want to post to let you know I think I might know the answer to your problem. After configuring an external code editor you may need to reopen any scripts/code windows or completely restart. When you do, you should then see a pencil icon on the toolbar of the code editor. That pencil icon will open the script/code in the external editor. We could discuss improving on this in LGM, but iirc GM was always the same way, and I am no longer supporting LGM with the new IDE on the way.

You should check the following Wiki guide instead of the other one:

The one Hugar is referring to is just how to make Notepad++ have GML syntax highlighting which is independent of using it with ENIGMA or GM.

Announcements / Git History of Master Rewritten
« on: November 17, 2018, 02:33:14 AM »
This is a small announcement just to warn everybody that Josh had to rewrite part of the recent history of enigma-dev master.

It started when TKG made a pull request that contained a dll which Josh told him was ok to use. Since Josh was not available, I agreed to review the pull request and merged it into the repository. The confusion here was that Josh wanted TKG to host the dll somewhere other than the repo. Obviously, I broke one of the very important rules of git by merging the pull request, that you should not add binaries to a repo. If you continuously add binaries to a git repo you will bloat the download size of the repo since cloning the repo involves copying the repo's history (which ends up being multiple copies of a 5mb dll).

Anyway, Josh fixed it by rewriting the history on master to make it look like that pull request was never merged. This means that any existing clones or forks of enigma-dev need to be rebased onto the new master head commit. This is a rather complicated procedure, even for people who know git, so I recommend that you simply reclone and or refork enigma-dev as needed before sending any pull requests back to us.

We're all sorry for the inconvenience this may cause anybody and are going to be more vigilant going into the future. I just wanted to make this announcement so everybody is aware and also to increase awareness so people understand not to add binaries to a git repo and it doesn't happen again.

Off-Topic / Re: absolutely important announcement
« on: October 30, 2018, 10:38:04 AM »
I want to take a moment to say, yes, I too am very thankful for HitCoder. I also consider him my friend, he's a good guy, and actually he's very special. If he were to leave I would feel like this community were missing something very important. I would say I have similar sentiments about the lot of you too.

I want to also say that it's because of appreciation for every member's contribution here that I take extra precaution when refactoring the codebase. Moreso in recent years than before and we've done a great job of preserving many of the bug fixes and patches everybody has submitted over the years despite major overhauls I've been doing to the frontend and the graphics.

Everybody is welcome here to make games and you should never feel otherwise.  (Y) (Y) (Y)

Thanks so much for sharing these pro tips with the community Hugar! I am going to set this topic sticky for now, later a section could be added to the Wiki about this.

I too would like to see a built-in memory leak detector, perhaps we can get to it someday with RGM. For now, using the test-harness is a perfectly acceptable approach to dealing with this.

Works in Progress / Re: Witch Blast
« on: October 30, 2018, 10:21:00 AM »
Hi rcobra! I would gladly give the game a test if there were a Windows build. Now, I know there may be some problems right now setting up the Windows ENIGMA hehe, but I can also help with the new MSYS2 setup. Though, I know you still have the open issue on GitHub with respect to Linux gamepads, I don't know if you've even tried the Windows MSYS2 setup yet? If not, that's ok, I will also test your game the next time I happen to be in possession of a working Linux VM.

General ENIGMA / Re: Enigma on ARM Linux
« on: October 30, 2018, 10:15:12 AM »
Hey Wendigo, I will try to offer some advice though my experience here is limited too. First, it doesn't surprise me Java would be an issue. But that's ok, if you want to use the command line you don't need Java now, that's just if you want to edit and run the game with LGM. Because I have been busy trying to focus on RGM, we haven't quite documented how to use the new command line as much, but it's pretty simple.

The process is well documented for Windows:

You just need a few additional packages such as protobuf, pugixml, yaml-cpp, and rapidjson. The best place to find the packages that you need for your Linux distribution is probably the Travis CI yaml file in our repo since the CI we run on every pull request builds the command line.

You'll probably want to do a clean build, so I'd run make clean first. Then you'll just want to run make emake to build the C++ CLI. Once you've successfully built emake, instructions for running it can be found on the wiki.

In the future we can look at building a new debian package for emake. Right now my priority is getting an RGM beta out to start replacing LGM with it. RGM is not just a different IDE but builds your game using the same underlying tools as emake. In this way, an IDE like LGM or RGM is considered supplementary or optional.

Issues Help Desk / Re: Win32 Enigma missing ffi.h
« on: October 18, 2018, 06:17:00 AM »
I see, I am not surprised, this has already been reported by Hugar actually:

I know what the issue is already actually. The sprite subframe list is being iterated on close and modifying the list while iterating it. That's what a concurrent modification is. You have to do special things, even in C++, when mutating any kind of data structure you happen to be iterating over at the same time. That said, I tried fixing it when hugar reported it, but Java sucks so badly none of the solutions for iterating the list and adding/removing from it at the same time that I sent to him worked. So I am sort of convinced it may actually be a Java bug, but can't say for certain. I am also on Windows 10 and have not encountered the issue myself.

I apologize that I do not have more time to invest in fixing this right now as I am trying to prioritize RadialGM which will be much better and solve a lot of our issues. I very strongly dislike Java after all of the experience developing for it that I have obtained. It's just a complete mess to write working applications for the Java platform when there's multiple JDKs with multiple Java API implementations just on a single platform. That and the fact that we can't control the dependencies (like Java Swing version) our users end up trying ENIGMA with, makes the situation all the more serious.

For these reasons, I believe that LateralGM is going to stop working soon to the point we won't be able to maintain it so I am focusing all my energy on RadialGM in order to save the project. The setup is going to be a lot easier as well, no installation of Java, just drag and drop RadialGM exe into your enigma-dev folder. Just yesterday I got compiling games working.

Anyway, sorry to divert from your issue, I just want to be clear why I can't offer much more help on any LGM issues right now. I hope you understand and that maybe I helped a little bit, and please stay tuned for more information about the upcoming IDE! :)

Issues Help Desk / Re: Win32 Enigma missing ffi.h
« on: October 17, 2018, 10:13:38 AM »
Hey thanks for letting us know about this, I need the MSYS2 setup to work flawlessly for the fast-approaching RadialGM beta. Please let me know if you find anything else out in regards to this. It could have been any number of things including a recent change/update to the MSYS2 packages or perhaps you skipped the package containing that header during setup. If you do find anymore info, I'll keep track and make an announcement if I think it will be helpful to people. That said, I'm glad you did get it working!

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