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196
General ENIGMA / Re: Can Some One Please Help Me?
« on: April 16, 2015, 01:56:31 pm »
How does the blank screen really look? Can you post a picture? Because it should never happen. LGM stores it settings in some Java properties thing which I don't know is located. When you delete lateralgm.jar and put the one from installer, it should be fine. Maybe one of the LGM dev's can answer this better.
197
General ENIGMA / Re: What exactly does the 'source code' of your product include?
« on: April 14, 2015, 01:07:43 pm »
There has been some massive (14 pages massive) discussion on this issue. It can be found here: http://enigma-dev.org/forums/index.php?topic=1832.0 and some here: http://enigma-dev.org/forums/index.php?topic=2270.0 . There have been more. We almost went with MIT, BSD or MPLv2. Cannot remember. The problem is that Josh (one of the main guys here) didn't want ENIGMA itself to be sellable, but content created with it to be sellable. This is hard to define with current licenses, because your code gets parsed and added to ours. That means before compilation it's essentially one whole. And your assets are also appended to .exe. Josh contacted some lawyer type people as well GPL, but nothing really came of it. There was an idea to make a custom license, but that is very risky if done cheap and fast, but to make one solid and loophole free it requires a lot of time and money (lawyer people).
1) It's yours. For now it's "not official yet", as in we don't have that written in a license. But we as developers assure that it is.
2) Not sure about that. If your assets are included in the executable during runtime, then it might get complicated from legal standpoint, but we don't try to hold any rights on your work.
I hope we can settle this finally at some point, but until then we try to assure that this is not a problem. I'm not sure who has to enforce the license though. Technically it should be the developers (which is us), but "who" exactly? Because the main developers who have been working on ENIGMA the longest don't have problems with this, but there have been a lot of developers contributing bits here and there over the years. I don't know if they have any say in the enforcement part.
I hope Josh weighs in on this.
1) It's yours. For now it's "not official yet", as in we don't have that written in a license. But we as developers assure that it is.
2) Not sure about that. If your assets are included in the executable during runtime, then it might get complicated from legal standpoint, but we don't try to hold any rights on your work.
I hope we can settle this finally at some point, but until then we try to assure that this is not a problem. I'm not sure who has to enforce the license though. Technically it should be the developers (which is us), but "who" exactly? Because the main developers who have been working on ENIGMA the longest don't have problems with this, but there have been a lot of developers contributing bits here and there over the years. I don't know if they have any say in the enforcement part.
I hope Josh weighs in on this.
198
Sound and Music / Re: Music for my sonic fangame
« on: April 13, 2015, 02:43:50 pm »
I like the "Theme of Tempest" a lot more than the first. In the "Factory Zone" you mix this "retro midi" with some "scary randomness" that just doesn't really fit. It sounds like there are 3 songs playing at once. The second one is awesome though.
199
Programming Help / Re: Scaling and Resizing
« on: April 11, 2015, 03:50:11 am »
In Game Settings you will see "Scaling" - which will tell you if the aspect ratio is kept or not. And below it there is a checkbox "Allow the player to resize the window".
This will only partly do what you want, because if you want the "View" in the room to also be resized, then you must do a check for it in game and do the resize. This is required because the OpenGL viewport must be resized too.
The way I do it is this. In step we check when the window has changed size (this is after the user stopped dragging, as the window is frozen when the user drags). global.window_width and global.window_height is window width and height got in the create event.
And in alarm:
I hope this answers your question.
This will only partly do what you want, because if you want the "View" in the room to also be resized, then you must do a check for it in game and do the resize. This is required because the OpenGL viewport must be resized too.
The way I do it is this. In step we check when the window has changed size (this is after the user stopped dragging, as the window is frozen when the user drags). global.window_width and global.window_height is window width and height got in the create event.
Code: [Select]
if (window_get_minimized() == false && (global.window_width != window_get_width() || global.window_height != window_get_height())){
alarm[0] = 1;
}
And in alarm:
Code: [Select]
if (window_get_minimized() == false){
global.window_width = window_get_width();
global.window_height = window_get_height();
view_wview[0] = global.window_width;
view_hview[0] = global.window_height;
view_wport[0] = global.window_width;
view_hport[0] = global.window_height;
window_default(true);
screen_init();
}
This sets the view width and height, as well as port's width and height. window_default(true) must be called so the internal variables are updated, but it's more of a nasty trick than anything else. I think we should add a special function for this. screen_init() also updates the internal stuff needed.I hope this answers your question.
200
Issues Help Desk / Re: Compilation problems on Linux 32bit
« on: April 10, 2015, 11:24:28 am »
The additional folder is for Windows, which doesn't allow an easy way to install packages. On Linux you are supposed to install them via your package manager. Look here: http://enigma-dev.org/docs/Wiki/Install:Linux
201
General ENIGMA / Re: First Impressions Of ENIGMA
« on: April 07, 2015, 05:28:30 am »Quote
Again you missed the point ! Think of developers who release their shite in the MarketPlace, and SELL IT !!! Let's say for example you buy it and use it in your game........GUESS WHAT, the person who will run your game will have that DLL extracted in the temp folder ! THIS MEANS that anybody playing your game could steal your extension (the one you worked your tits off for and SELL!) and use it........This was reported to me by more than 1 developer on the MP!!!People on Unreal4 marketplace sell models and textures. And you know what? You can open any Unreal4 game that use these models and textures and rip them. Same with Source engine or any other. Nobody CARES that their assets can be ripped - if you sell something then it means you have a stricter copyright law on your side. If someone uses something you didn't permit, then you can go to court with that person. And that is the reason why nobody does that. If people use the ripped assets for a game, then they usually release it for free, and in that case the person making the assets couldn't care less, as nobody gained any monetary value from that. That is why all the Mario clones and so on are permitted.
Anyway, I agree that people should be given a choice. But this choice is usually only given if you have a full access to source code (like ENIGMA) or if the engine is low enough level. For example, Unreal4 has it's own asset packaging system, which you cannot modify without changing the source of Unreal4 itself. If you want to pack all your assets in the exe you cannot do that, there is no such choice. The same with Source, Unity or Blizzard's engines. They all have their own way to store resources and you cannot make your own "crypted" version. That is why you can get their resources so easy, because someone needs to create one tool and every game made by that engine can be a target. Something like when the GM decompiler was a thing. So ENIGMA and GM has the luxury of giving you the choice, but as ENIGMA is the only one you can modify yourself, then this luxury extends mostly to it.
Quote
Harri it is proper to release in several files, if you want one files you can pack your files into an self installer (one of many) and distribute this 1 file.But as I said I was talking about small programs. Something that weighs less than 50mb (though this is quite arbitrary) should only have auto-update for convince. I know that many people years ago were posting ragefully on YYG, because in some Australian desert they have very bad DSL and cannot download anything larger than 3mb. But cmon, if we take that as the common denominator, then we wouldn't have any digital distribution platforms. Most people can get cheap net that is fast these days (I pay 22Eur for 250mbit optical to the house, but my country is an exception) and I wouldn't even mind downloading a 3GB patch (like some Ubisoft games are known to have) in 5min. I don't support that either of course, but I don't see that as a major problem. It's "good practice" vs "good enough practice".
Then when you have an update, you can use a patcher type program and distribute only necessary files to your clients, and not have to ask them to download the whole thing.
202
General ENIGMA / Re: First Impressions Of ENIGMA
« on: April 06, 2015, 12:36:39 pm »
If debug symbols are not included then it really is impossible to get any reasonable C++ code from a compiled C++ program. You can only get assembly, which is enough for cheating and hacking, but not enough to steal code.
203
General ENIGMA / Re: First Impressions Of ENIGMA
« on: April 06, 2015, 10:04:12 am »
Keeping resources in the .exe or externally is not really the discussion we were having. It's the imaginary sense of "security", that for some bizarre reason is so important.
Both ways have their advantages and disadvantages. Like if you .exe is more than 50mb, then you should think of something else as the loading times are usually proportional (even if you don't load the resources at start, Windows might do some caching magic and load the whole thing at startup anyway). On the other hand for small games (less than those 50mb) I find external files unnecessary. I hate when I download a 10mb program and it has only 5 images, all of them external and some other useless files as well. I fell that they could of been inside it. That is what I love about GM and ENIGMA - for most games and programs I make I only need to distribute one file.
Both ways have their advantages and disadvantages. Like if you .exe is more than 50mb, then you should think of something else as the loading times are usually proportional (even if you don't load the resources at start, Windows might do some caching magic and load the whole thing at startup anyway). On the other hand for small games (less than those 50mb) I find external files unnecessary. I hate when I download a 10mb program and it has only 5 images, all of them external and some other useless files as well. I fell that they could of been inside it. That is what I love about GM and ENIGMA - for most games and programs I make I only need to distribute one file.
204
General ENIGMA / Re: First Impressions Of ENIGMA
« on: April 06, 2015, 05:59:14 am »
We already had this discussion millions of times - It's easy to rip resources (art, models, sound, music etc.) from every game engine in existence.
And the fact it extracts a 3rd party dll you didn't make into a temp folder gives absolutely nothing to a wannabe ripper. Dll's by themselves are actually quite useless as well, that is why nobody ever hides them. The fact that GM extracts them in temp at runtime is actually more protection that you get from any game engine. If you want you can keep the dll external in the exe folder like every game engine ever.
So the fact is, the way GM handles resources and file includes is actually a much safer way than any other engine. If you used the now free Unreal4 or Unity engine, you would see how easy it is to get resources from those as well.
And the fact it extracts a 3rd party dll you didn't make into a temp folder gives absolutely nothing to a wannabe ripper. Dll's by themselves are actually quite useless as well, that is why nobody ever hides them. The fact that GM extracts them in temp at runtime is actually more protection that you get from any game engine. If you want you can keep the dll external in the exe folder like every game engine ever.
So the fact is, the way GM handles resources and file includes is actually a much safer way than any other engine. If you used the now free Unreal4 or Unity engine, you would see how easy it is to get resources from those as well.
205
Programming Help / Re: Help Drawing Instances in the Room
« on: April 05, 2015, 01:19:29 pm »
There was an .egm regression few versions back, but I though you are using the newest one with which you shouldn't have problems.
Anyway, I added the gmk.
The black screen is because you probably didn't put the .txt file together with the source file (or the .exe file if you run already compiled). I didn't have any error checking in there, so if you were missing the files, then there was an infinite while loop. In the gmk version I added a simple check that will trow an error if the file is missing.
Anyway, I added the gmk.
The black screen is because you probably didn't put the .txt file together with the source file (or the .exe file if you run already compiled). I didn't have any error checking in there, so if you were missing the files, then there was an infinite while loop. In the gmk version I added a simple check that will trow an error if the file is missing.
206
Programming Help / Re: Help Drawing Instances in the Room
« on: April 05, 2015, 09:03:13 am »
You can load files using file_text_read, but how does the file look like? For an example I made it like so:
I added a basic example on loading and drawing those clips as an attachment. Download both and put at the same folder.
Quote
Clip1, 2, 27, 20,This is a comma separated file that is very easy to load. The first one is the name, then channel number, then start time and then length.
Home movie, 3, 5, 30,
Intro, 1, 0, 5,
Long background clip, 6, 25, 70,
I added a basic example on loading and drawing those clips as an attachment. Download both and put at the same folder.
207
General ENIGMA / Re: First Impressions Of ENIGMA
« on: April 03, 2015, 03:31:49 pm »
If you only contribute if something has a "bright future" then you are bandwagoning, not helping. The whole point of helping open source projects is to create this bright future. It's on the users as much as it is on the devs to do this. But the things is - nothing has changed, the devs that always worked on (and still work on) ENIGMA view this as a learning experience and hobby. We do support anyone who wants to come here, be a full-time developer just so the project can be more successful. Then they can even come up with ways to commercialize this (like create commercial games while at the same time developing ENIGMA). I'm using ENIGMA daily and nothing will change in this regard - I develop stuff I need for it, fix bugs I encounter and so on. For example, it's possible that in a few months ENIGMA's software will work on a commercial robotics platform.
208
General ENIGMA / Re: First Impressions Of ENIGMA
« on: April 01, 2015, 10:48:04 am »
Development has slowed a little. But there is some progress in some branches, like here: https://github.com/enigma-dev/enigma-dev/commits/GL3.3NormalMatrix
209
Off-Topic / Re: ATTN GMC Members Also On This Site!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
« on: March 30, 2015, 06:53:14 am »
I'm not really on GMC.
210
Issues Help Desk / Re: Can't open egm project on Linux
« on: March 29, 2015, 05:36:16 pm »
So does enabling the ini extension fix your problem on Linux?
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