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166
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« on: September 11, 2017, 05:52:02 am »
It's funny you mentioned that because I was just cleaning up our documentation for a few days:
http://enigma-dev.org/docs/Wiki/Documentation
The Wiki has tutorials and stuff too but these here we consider the core documentation guide. Docs under documentation should provide about as much info as the GameMaker manual or the YoYoGames docs where applicable. Our Wiki has mainly 3 purposes and they are documenting the engine in a user-facing way (such as these pages on the Drag and Drop and events), documenting the technicalities of the engine, and documenting the technicalities of any related projects like IDEs.
Supplementary tutorials should go here:
http://enigma-dev.org/docs/Wiki/Tutorials
The difference is that the core concepts guides are discrete and the tutorials may address one or many core concepts at the same time. Of course, you don't have to contribute to this documentation, it's purely a suggestion. But for everything outside of Documentation, such as Tutorials, you are free to contribute even GameMaker-only tutorials (though offering equivalent ENIGMA codes is helpful obviously).
http://enigma-dev.org/docs/Wiki/Documentation
The Wiki has tutorials and stuff too but these here we consider the core documentation guide. Docs under documentation should provide about as much info as the GameMaker manual or the YoYoGames docs where applicable. Our Wiki has mainly 3 purposes and they are documenting the engine in a user-facing way (such as these pages on the Drag and Drop and events), documenting the technicalities of the engine, and documenting the technicalities of any related projects like IDEs.
Supplementary tutorials should go here:
http://enigma-dev.org/docs/Wiki/Tutorials
The difference is that the core concepts guides are discrete and the tutorials may address one or many core concepts at the same time. Of course, you don't have to contribute to this documentation, it's purely a suggestion. But for everything outside of Documentation, such as Tutorials, you are free to contribute even GameMaker-only tutorials (though offering equivalent ENIGMA codes is helpful obviously).
167
Graphics and Video / Re: Enigma-related artwork
« on: September 10, 2017, 10:48:25 pm »
Hey, I uh, kind of really like it. Can I see a version of just the background by itself with no black overlay if you still have it? I might put that on the Wiki's background or use it for something else TOP secret. I don't just says things to make people feel good, this is really nice HitCoder.
Actually more so if you can make it like a repeating pattern like the lowercase "enigma" text in LateralGM's MDI area would be better. We could put that on the forum background too.
Actually more so if you can make it like a repeating pattern like the lowercase "enigma" text in LateralGM's MDI area would be better. We could put that on the forum background too.
168
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 08, 2017, 05:26:53 am »
Hey, this is really awesome, keep up the good work!
169
Graphics and Video / Re: Enigma Wallpaper
« on: September 08, 2017, 05:26:32 am »
I actually like that font, what font is that?
170
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: September 08, 2017, 05:25:56 am »
Oh boy, I can't really say without seeing how the "jumping" is done. I am also not that familiar with our collision systems, just never worked on them much. It might be helpful to post the relevant actions or code you are using to make the jumps.
171
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: September 06, 2017, 09:24:33 am »
Yeah, is that in the object that isn't drawing? Strange, and it's exactly what I've encountered before. Basically what I did is make all the general drawing functions go into a single vertex buffer before being sent to the GPU (this is called batching and GameMaker: Studio now does the same thing, it's faster this way). But if you change the drawing color, texture, or draw a shape of a different stride (any kind of a state change) it has to "flush" that vertex buffer to the GPU, as in actually draw the contents of the vertex buffer, clear it and start over.
Anyway, I basically just never added a check to draw the vertex buffer I think if no state change ever occurs, i.e. you draw a few things but never change the texture or color. That was a mistake and should be fixed in ENIGMA if I am truly remembering correctly. I could be wrong, I may have actually added such a check or it may just be malfunctioning in some other way.
One other thing you can try is to draw a circle in place of setting the drawing color to white.
Anyway, I basically just never added a check to draw the vertex buffer I think if no state change ever occurs, i.e. you draw a few things but never change the texture or color. That was a mistake and should be fixed in ENIGMA if I am truly remembering correctly. I could be wrong, I may have actually added such a check or it may just be malfunctioning in some other way.
One other thing you can try is to draw a circle in place of setting the drawing color to white.
172
Announcements / Re: Official ActionMaker Release
« on: September 05, 2017, 01:56:58 am »
Thanks guys, I try my best, and we will hopefully have more updates soon on many good things to come!
173
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: September 05, 2017, 01:55:51 am »
I think this might actually be a bug I introduced in ENIGMA. The problem is that you are probably not drawing anything else. Try to add draw_set_color(c_red); directly after the players drawing code or add the following if you were using the default drawing:
If that fixes it then that should confirm the bug I think exists. Basically when I introduced the global batching system I don't think I made it flush itself if there isn't any state change at all. I keep randomly hitting this issue myself.
Code: (edl) [Select]
draw_set_color(c_white);
draw_self();
draw_set_color(c_red);
If that fixes it then that should confirm the bug I think exists. Basically when I introduced the global batching system I don't think I made it flush itself if there isn't any state change at all. I keep randomly hitting this issue myself.
174
Announcements / Official ActionMaker Release
« on: August 30, 2017, 02:13:07 am »
I wanted to update everyone on something I've been working on lately. Still investigating more ENIGMA related things, I set out to learn Vue.js and created an action library editor along the way.
ActionMaker is a pure HTML5 application that uses Vue.js and native form elements for the front-end. It can handle both LateralGM's LGL format and GameMaker's LIB format. I've actually tested conversion of LateralGM's score library to LIB and got it to load in GMS 1.4.
You can checkout the repo on GitHub and visit the live version right now!
https://github.com/RobertBColton/ActionMaker
https://robertbcolton.github.io/ActionMaker/
There are still some kinks to be worked out, but here is a list of known issues:
* Clipboard actions currently do not work in Chrome and are buggy in Firefox.
* Firefox seems to have a GTK3 issue on Linux which makes the buttons really big and breaks the layout.
* Saving LIB files does not work in any browser except Firefox because it is the only browser which supports the "image/bmp" MIME for canvas.toBlob() and bmp is the mandated image format for LIB files by GameMaker.
* I have not even tested Safari, but I'd be interested to know how that goes for anyone.
Here are some tips:
* Mark Overmar's old library editor does not let you edit official libs which are defined by having a library id less than or equal to 999. ActionMaker does not have this restriction, but if you want to also edit LIB files in the old library editor, then you should set an appropriate library id.
* LGL uses 24x24 pixel icons packed together into a single texture, and when saving to this format, ActionMaker will crop any images you provided to 24x24 while packing them.
* LIB uses 32x32 pixel icons but only the top-left 24x24 area is actually visible, the rest is the transparency color. What ActionMaker will do is crop the image to 32x32 and provide a default black transparency color if your image is only 24x24 or smaller.
ActionMaker is a pure HTML5 application that uses Vue.js and native form elements for the front-end. It can handle both LateralGM's LGL format and GameMaker's LIB format. I've actually tested conversion of LateralGM's score library to LIB and got it to load in GMS 1.4.
You can checkout the repo on GitHub and visit the live version right now!
https://github.com/RobertBColton/ActionMaker
https://robertbcolton.github.io/ActionMaker/
There are still some kinks to be worked out, but here is a list of known issues:
* Clipboard actions currently do not work in Chrome and are buggy in Firefox.
* Firefox seems to have a GTK3 issue on Linux which makes the buttons really big and breaks the layout.
* Saving LIB files does not work in any browser except Firefox because it is the only browser which supports the "image/bmp" MIME for canvas.toBlob() and bmp is the mandated image format for LIB files by GameMaker.
* I have not even tested Safari, but I'd be interested to know how that goes for anyone.
Here are some tips:
* Mark Overmar's old library editor does not let you edit official libs which are defined by having a library id less than or equal to 999. ActionMaker does not have this restriction, but if you want to also edit LIB files in the old library editor, then you should set an appropriate library id.
* LGL uses 24x24 pixel icons packed together into a single texture, and when saving to this format, ActionMaker will crop any images you provided to 24x24 while packing them.
* LIB uses 32x32 pixel icons but only the top-left 24x24 area is actually visible, the rest is the transparency color. What ActionMaker will do is crop the image to 32x32 and provide a default black transparency color if your image is only 24x24 or smaller.
175
Off-Topic / Re: Merry Fuckmas!
« on: December 31, 2016, 08:53:01 am »
Well fuck you and a fucky new year too.
176
General ENIGMA / Re: Some stupid question
« on: November 14, 2016, 11:35:15 am »
That's not a stupid question fervi, we actually talked about doing it before. SDL is an abstraction layer/API. I think in one of fundies forks he even has an SDL platform, but he stopped using ENIGMA. I think GameMaker uses SDL for a lot of its windowing stuff too. Being realistic, SDL would not bring much to the table when we already have native Win32, it's just better to use that directly that another layer in between (Josh argues this and it's true when it comes to performance). Being practical even more, our windowing code between Windows, Mac, and Linux is so convoluted and inconsistent that having a single SDL platform would solve all of those problems. The joystick codes could have been written a single time in ENIGMA. So I am not ruling out the potential for ENIGMA to just dump all of its platform code and use a single SDL platform. That would be one way to address a lot of those issues but SDL really should have been used from the beginning. It's really just a big tradeoff.
178
Programming Help / Re: First time try to bring Enigma/LaterGM to work: code refactoring & GEX extension
« on: September 28, 2016, 02:35:56 am »
Yes and the fix is available here:
https://github.com/enigma-dev/enigma-dev/pull/987
It should be in the new portable ZIP on GitHub too.
https://github.com/enigma-dev/enigma-dev/pull/987
It should be in the new portable ZIP on GitHub too.
179
Issues Help Desk / Re: LateralGM don't like me :(
« on: September 27, 2016, 05:37:39 pm »
Yeah those were pull requests I gave you I am sorry. I would have to go use the command line to dig up the commits that were used for the actual merge on GitHub.
Anyway, do you have another platform to try ENIGMA on for the time being fervi? I really don't know how to work around this issue. The reason it crept up is because JDI has poor support for templates and other things and we keep using them in various parts of ENIGMA and something must have changed in newer GCC's or another and it's bringing out crashes in the compiler. Even worse is that only people on Linux are having the problem and nobody has reported it on Windows. I am going to try to nag Josh enough into tracing down the bug this weekend.
Anyway, do you have another platform to try ENIGMA on for the time being fervi? I really don't know how to work around this issue. The reason it crept up is because JDI has poor support for templates and other things and we keep using them in various parts of ENIGMA and something must have changed in newer GCC's or another and it's bringing out crashes in the compiler. Even worse is that only people on Linux are having the problem and nobody has reported it on Windows. I am going to try to nag Josh enough into tracing down the bug this weekend.
180
Issues Help Desk / Re: Function essentially asking for 1.5 arguments?
« on: September 27, 2016, 05:27:05 pm »
First, I can not reproduce this on the latest master version on Windows 10 with the above code. This must be specific to Linux and may be more of our string problems.
Don't be confused, the issue is actually very simple. So recently I noticed min/max argument counts was incorrect in the syntax checker. Believe it or not, I actually did fix it.
https://github.com/enigma-dev/enigma-dev/pull/1016
The reason it now appears broke in this case is due to our incompatibilities with C++11 strings. Because ord actually takes std::string in ENIGMA it is causing issues.
To work around this until I figure out more about your problem, you can go into the following file and set the variable to 0 instead of SIZE_MAX. Then save the file and reopen ENIGMA. However, after this the minimum argument count will be screwed up for other functions, but it will at least let you compile.
https://github.com/RobertBColton/enigma-dev/blob/36e73c0f056cf4637f758224e3e8750f1bc5ff1b/CompilerSource/compiler/jdi_utility.cpp#L61
Don't be confused, the issue is actually very simple. So recently I noticed min/max argument counts was incorrect in the syntax checker. Believe it or not, I actually did fix it.
https://github.com/enigma-dev/enigma-dev/pull/1016
The reason it now appears broke in this case is due to our incompatibilities with C++11 strings. Because ord actually takes std::string in ENIGMA it is causing issues.
To work around this until I figure out more about your problem, you can go into the following file and set the variable to 0 instead of SIZE_MAX. Then save the file and reopen ENIGMA. However, after this the minimum argument count will be screwed up for other functions, but it will at least let you compile.
https://github.com/RobertBColton/enigma-dev/blob/36e73c0f056cf4637f758224e3e8750f1bc5ff1b/CompilerSource/compiler/jdi_utility.cpp#L61
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