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Messages - time-killer-games

Works in Progress / Re: Dungeon Blabber
« on: February 18, 2014, 10:32:42 pm »
Now, this time I'm taking a break from Mark the Penguin so I can work
on Dungeon Blabber again. This is the first official character in the game
that you may talk and interact with:

The story has changed completely. The game will almost be like an in-depth,
interactive book, but without taking away from focus on the actual gameplay
and end-user satisfaction. Again, all 3D modeling is purely my work.

Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 09:25:48 pm »
Remember, they called game_save/load obsolete, and because they called it obsolete they encouraged us to write our own saving and loading via file/INI functions. Then they brought back game_save/load, as if it is no longer obsolete. Which really we know they were never obsolete. They slap the word "obsolete" and "deprecated" on just about everything that isn't currently a part of GM but once was.

Calling a function obsolete or deprecated by Microsoft's terms means the function isn't needed anymore because it was replaced by a much more useful, expanded or improved version of that function. By their terms, even when it's obsolete, it can still be used. In Visual Studio, ever since CreateProcess() came along, WinExec() function is considered obsolete, but it is still completely usable just like everything else.

But what YYG is doing isn't the same thing. For a number of reasons they are calling functions obsolete, while removing them completely, without even replacing them with something equivalent but better.

Here's the reasons listed they have had up until now as to why they call functions "obsolete" or "deprecated"....

•Too lazy to implement it, the splash functions, specifically the video and web splash screens are a great example of this. The splash functions are completely cross platform compatible, all of them, and there's no reason or excuse they haven't added these or plan to other than they are lazy as fuck.

•They haven't completed the function yet, so until it is finished it will be the temporarily "obsolete" like what happened with game_save/load

•They disagree with their own customers on whether the function is entirely needed. It doesn't matter how many games they break, if they want to remove a function they find useless, it will fucking screw up and break the functionality of all games using those functions, tough luck, with their paying customers having no say or voice in it.

It's funny that a lot of things like video support and web view controls for example are 100% supported on all platforms, but they fucking lie to their ignorant, clueless customers, who trust them so much for no reason. So YYG tells them they aren't going to work cross-platform, lie, they are just way too lazy to get it working cross platform is the real issue. They have FFMPEG integrated already, wtf, why the hell do they not have video support with FFMPEG in there? Most of the work is practically done for them. Must they be spoon fed? Mike.Dailly, please, visit your mom's retirement home / assistant living apartment and suck the milk out of her plump, sagging, hairy breasts!

Web view controls don't even need to be written from scratch, in Android, Windows, iOS, and Mac all the work is done for you in the dialog editor, whether in Visual Studio for Windows, Eclipse for android, etc. Linux is the only platform I'm aware of that doesn't have a pre-built web view control that's shipped with their dev-kit. Other than Linux, if you can drag and drop a web view control onto your form/dialog, that is one-click BTW, and maybe a line or two of code and bam - it's supported in studio, no blood sweat or tears, not at all the hassel they try to make it sound like.

Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 02:00:16 pm »
That's fantastic! Thanks! =)

Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 01:44:16 pm »
^Sounds good to me! =)

Developing ENIGMA / Re: Maximum Window Size
« on: February 17, 2014, 12:18:45 pm »
I think it should work how it does in GM, with it scaling to display size. In GM it does this anyway whether it's in full screen or windowed mode, and I think this is how ENIGMA should behave as well, if anyone wants a game window bigger than a standard display, (anything over 1024x768 IMO) shouldn't be running in windowed mode, it's just not a good practice.


view_xport[], view_yport[], view_wport[], and view_hport[] can still be used in GMS, but even though they aren't technically considered obsolete, they don't do anything in studio, even if in the first room's creation code. These built-in arrays can't at all be set in GML, they can only be set in the first room's view properties for it to have any effect.

So here's my idea, we could add a checkbox in LGM, under the "view" tab's "port on screen" tab, the checkbox being labeled something like "Display port on destination monitor". If checked, there will be a text box beside it, where you can input a number, 0 for the default monitor, 1 for the second, I don't have a dual monitor so idk if this is possible but but the number could be set to 2 and above if that many monitors are detected on the same computer.

I'm right now going to post this as a request on the studio bug tracker, it won't at all surprise me if they add this, I see no reason why they wouldn't. If they do it, we will have this new implementation working in both ENIGMA and GMStudio, thus making the two compatible with this feature. =)

~~EDIT 2~~

Alright, I just finished submitting the bug / wish to the YYG bug tracker. =)

I don't know how or why but I think you might have gone to this:

But what I linked to was this:

*.com isn't my website. mine has either *.tk or *

I only have four games posted on my site, two of them are still WIP. I thought 4 wasn't considered that many as I've met people who have made half a dozen to dozens of games. =P I did have other projects other than these but everything that isn't on my site was either canceled or is yet to be announced. The main character, Josh, was named after a friend of mine I went to middle school with, he had a shirt that was pink and had "real men wear pink" in bold text on it (which is a common T-shirt people wear for breast cancer awareness), he really liked pink, so anyway that's what inspired me.

Programming Help / Re: Making games in Full HD resolution 16:9 possible ?
« on: February 16, 2014, 09:04:14 pm »
@DarkStar2: Thanks! Several hours ago I was editing my website and accidentally changed the template which really fucked up the alignment of everything and it looked hideous. Unfortunately I was unable to access my PC and couldn't fix it until just now. Now that it is both fixed and re-organized I encourage you to have a look at my site. I'm having mixed feelings about the current design, idk what exactly would look better. OR

Programming Help / Re: Making games in Full HD resolution 16:9 possible ?
« on: February 16, 2014, 02:59:23 pm »
Seen my website? I have two decent games completed. =P

"Real Men Wear Pink HD" is about a guy getting revenge on high school bullies
and teachers who mocked him for always wearing his favorite color, pink.

"Attack of the Naked Blockheads 3D" was meant to make fun of public nudity,
rapists, pedophiles, and how stupid such hormonal freaks are.

They are meant to not be taken seriously so if your looking for a game that
isn't humor-based, but more serious, and having an in-depth story, going
by this standpoint I suppose you could say these games reek. But it's more
of a matter of personal taste than a quality issue, if you ask me.

If you want something more serious, "Dungeon Blabber" better fits the bill,
yes it hasn't been released yet, and the name sounds a bit comical, there's
a hidden meaning behind the title that isn't meantioned directly until you
you beat the game, and hints of the meaning is revealed gradually as you
progress. My website below. OR

Programming Help / Re: Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 16, 2014, 02:37:17 pm »
Okay dude, message sent. =)

Also now I realize this topic would go better in the "Programming Help" forum.

Sorry 'bout that!

Programming Help / Re: Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 16, 2014, 12:13:09 am »
Now I'm realizing the time its midnight I'll be more than happy to send you a gmk tomorrow as well.

Talk to you in the morning! =)

Programming Help / Re: Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 16, 2014, 12:05:59 am »
Thanks man. =)

Proposals / Re: Device checking related functions for game compatibility
« on: February 16, 2014, 12:00:17 am »
@Jimbo - you are all talk and no balls until you can prove to us you are capable of anything better by showing us your work.

Programming Help / Mark the Penguin HD - WORKS IN ENIGMA !!! :D
« on: February 15, 2014, 10:59:18 pm »
So, my game works 100% exactly the same in GM 8.1 and GMStudio as it does in ENIGMA.
However before I can expand my game further at this point I need some help with the
game's physics, I don't know what's wrong with my code but when the penguin character is
on land there's no issues, I have that taken care of. But when underwater, when colliding
with walls sometimes the collision slides and looks perfectly smooth, how it should, other
times not so much. I don't know what is causing this inconsistency but it appears to work
properly and not work properly at random timing.

If anyone is in a position to help, let me know and I'll send you the *.egm source in a PM. I
know the issue isn't a bug in ENIGMA because I've had the same results in both GM 8.1 and
GMStudio. Thanks in advance. Hopefully this will have a quick and easy fix, it seems it will.

In just the past year or so ENIGMA has come a very long way, it used to be that I couldn't
ever load my projects, and when I could, it threw errors that made no sense and often
crashed if the game successfully built for a test run. Almost never worked with even the
most simple games. Now, everything has and still is changing much for the better. My
game loads, compiles, and runs beautifully. I can't thank you guys enough for hangin in
there, the work is more than appreciated. =)

Shits and giggles,

Issues Help Desk / Re: Texturing in 3d
« on: February 15, 2014, 06:31:31 pm »
To avoid further misunderstanding, Jimmy, if you want to not be just simply told we have this already in enigma, but to actually see it for yourself, download the libs you want and create a "lib" folder under the "/enigma-dev/" directory, where you'll also find "lateralgm.jar" put the libraries in that newly created lib folder, and you should be all set. Just like how it works in GM, if you already have ENIGMA/LateralGM opened when you added those libs, you'll need to save your project and close the IDe, and run it again to refresh the loaded library status.