This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 »
1381
Issues Help Desk / Re: Weird sprite issue
« on: May 24, 2014, 12:01:57 am »
Ben, when is the last time you updated? I don't recommend you do right at this moment because their is a steaming shit pile of Win32 code I am redoing, but just curious.
1382
Issues Help Desk / Re: What's this half a second black screen in OGL before game starts ?
« on: May 23, 2014, 11:53:40 pm »
I already know what causes that for Direct3D, but I had no idea our Window code was this bad, the aspect ratio should have been applied to the the screen viewport, this is a real mess.
1383
Issues Help Desk / Re: What's this half a second black screen in OGL before game starts ?
« on: May 23, 2014, 11:09:04 pm »
Yes, I already know, it's what I'm doing right now, I just got most of it fixed so that it stops doing that glitchy shit, if I hadn't of noticed the window moving like that I would have never discovered we were using two windows in the first place. Just be patient, not only do I have to recode all of this shit, I have to debug it all too.
1384
Issues Help Desk / Re: game end EVENT issues
« on: May 23, 2014, 09:31:19 pm »
Just put this code in game end and make your myadvertisementscript set global.readtofinish to true whenever it is finished.
Code: (EDL) [Select]
global.readytofinish = false;
var thread;
thread = script_thread(myadvertisementscript, 0, 0, any other parameters...);
while (!global.readytofinish) {
sleep(1000);
}
1385
Issues Help Desk / Re: What's this half a second black screen in OGL before game starts ?
« on: May 23, 2014, 09:28:58 pm »
It'll be slightly faster, and I've already uncovered a bug, we have the window being centered when switching rooms which is not supposed to happen, this is a can of worms.
https://github.com/enigma-dev/enigma-dev/pull/732#issuecomment-44071761
https://github.com/enigma-dev/enigma-dev/pull/732#issuecomment-44071761
1386
Issues Help Desk / Re: game end EVENT issues
« on: May 23, 2014, 08:44:31 pm »
You could thread your code with script_thread and just block game end with sleep()
1387
Issues Help Desk / Re: What's this half a second black screen in OGL before game starts ?
« on: May 23, 2014, 08:43:26 pm »
This has nothing to do with it, I just realized, there's some legacy code here causing games to essentially have two Windows, one is the child window for which graphics is rendered. I've managed to make it instant by removing this child, but I will have to recode some of the Window shit to make sure it works correctly. I don't know why we ever did it that way.
1388
Issues Help Desk / Re: What's this half a second black screen in OGL before game starts ?
« on: May 23, 2014, 06:47:39 pm »
For me it delays the same amount of time in both graphics systems. GM8.1 and Studio do not delay at all. Should be just a matter of clearing the background in screen_init.
Edit: Upon further investigation, this is tricky, I tried clearing the background in screen_init where it is called by the roomstruct::gotome method which is followed by a screen_refresh, and it changed nothing. But also, it appears someone else already knew that it should be doing this. Replacing the screen_init call with screen_redraw doesn't affect any graphics system either,
Edit: Upon further investigation, this is tricky, I tried clearing the background in screen_init where it is called by the roomstruct::gotome method which is followed by a screen_refresh, and it changed nothing. But also, it appears someone else already knew that it should be doing this. Replacing the screen_init call with screen_redraw doesn't affect any graphics system either,
1389
Issues Help Desk / Re: game end event does not work !
« on: May 23, 2014, 04:36:27 pm »
Yes it was a few simple typos, the fixes are in a pull request already, but Josh has to review it first.
https://github.com/enigma-dev/enigma-dev/pull/732
https://github.com/enigma-dev/enigma-dev/pull/732
1390
Proposals / Re: Improving room/level editor
« on: May 23, 2014, 01:05:15 pm »
I would do it if I had the energy, time and resources, but all I can ever manage is to try and ensure stability these days.
1391
Works in Progress / Re: Project Mario
« on: May 23, 2014, 01:03:37 pm »
Darkhog, there is a video, I host them on my personal Youtube.
https://www.youtube.com/watch?v=phxxMPSLqC4
https://www.youtube.com/watch?v=phxxMPSLqC4
1392
General ENIGMA / Re: Enigma - first steps (programming)
« on: May 23, 2014, 01:02:31 pm »
Darkhog, just about 80% of GML is currently compatible in ENIGMA. Some places you may have issues are with arrays. The only reason we don't have near full backwards compatibility is because we have not integrated Josh's new compiler.
1393
Proposals / Re: Better visual scripting
« on: May 22, 2014, 08:19:09 pm »
This is an interesting proposal, I've always been open to ideas of improving drag and drop to make the system more fluid and possibly integrated with scripting.
1394
Programming Help / Re: sprite_add/sound_add/background_add from OTHER sources than files (raw/data).
« on: May 22, 2014, 03:58:14 pm »
Buffers work, just not with floats, and alignment may not work because well, their shit makes no sense, their buffer implementation is a fucking trainwreck.
1395
Off-Topic / Re: Let's discuss videogames
« on: May 22, 2014, 04:17:02 am »
Ahhh SC 2000/3000/4, when games weren't bloated DRM shitware like SimCity 2013 and had depth, a kickass soundtrack, and didn't cater to the lowest denominator.
Just about everything EA gets its hands on these days it destroys.
Below is a screenshot of a really kick ass modern PC game.
In case you don't know what it is, it's Emergency 2013, and guess what, it's not bloated with DRM, it may be one of the last remaining PC strategy franchises not fucked up its own ass.
Here's another one called 0A.D. that is open source.
And you know what, here is a classic PC First Person Shooter which has real potential if it would return to its original roots and stop trying to rip off/compete with COD.
Just about everything EA gets its hands on these days it destroys.
Below is a screenshot of a really kick ass modern PC game.
In case you don't know what it is, it's Emergency 2013, and guess what, it's not bloated with DRM, it may be one of the last remaining PC strategy franchises not fucked up its own ass.
Here's another one called 0A.D. that is open source.
And you know what, here is a classic PC First Person Shooter which has real potential if it would return to its original roots and stop trying to rip off/compete with COD.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 »