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Messages - time-killer-games

Developing ENIGMA / Re: Window Alpha and Message Box
« on: February 05, 2014, 06:45:24 pm »
it always has, and always will, likewise for the alpha arguments in draw_sprite_ext(), draw_sprite_general(), draw_sprite_stretched_ext() and many other functions they all use 0-1 alpha arguments. So there's really no reason why a window alpha function should be dealt with any different IMHO.
You are missing the point, I can macro them to take whatever parameters you want. You could basically change 1 line and have all functions do 0-255, or switch them all to 0-1. Then people can choose which versions they want.
Oh I didn't realize. That's actually a pretty good idea. But it must be done in a way that could still give the option to be GM compatible. Which means we need a way to set whether to use 0-255/0-1 for each function individually. Because like you said some of the functions in GM are 0-1, and others are 0-255 so this could be a problem if this engine has any further plans on being GM compatible.

Works in Progress / Re: Dungeon Blabber
« on: February 05, 2014, 12:17:00 pm »
Alright, so here's the deal. I updated the OP so that is will only showcase the semi-official screenshots for this game. As you can see there are technically two screenshots displayed now. Where you see "more screenshots coming soon" future screenshots when released will replace those images just how it also will on my website. So four screenshots are yet to be released unless I change my mind, no more than 6 screenshots total will be shared, as I don't want to completely spoil the surprise! =)

However each screenshot will be of a completely unique area in the game to give variety in my advertising. The skull chamber I intend to make changes to the throw rug, since that scene particularly renders much quicker. The rug doesn't look realistic at all, it has no natural form, wrinkles, creases, or rug-like texture to it. This will be fixed shortly. I will update my website more frequently than this topic, so to be more up to date as well as see my other work check out my website. =) OR

Edit: rug now looks more realistic.

Issues Help Desk / Re: Texturing in 3d
« on: February 04, 2014, 05:36:40 pm »
draw_set_color(white)? I haven't tried the obj importer yet but I know textured d3d models work just fine. But the guy who added the obj loader also posted a screenshot of a UV textured obj model so I know if it doesn't work now how you explained, at least we can know from his screen shot that it did used to work and someone must have effed everything up in the obj loader since it's original implimentation.

Developing ENIGMA / Re: Window Alpha and Message Box
« on: February 04, 2014, 05:25:38 pm »
I think it should be 0-1 and stay that way. 0-255 is a weird approach if you ask me. draw_set_alpha() uses 0-1, it always has, and always will, likewise for the alpha arguments in draw_sprite_ext(), draw_sprite_general(), draw_sprite_stretched_ext() and many other functions they all use 0-1 alpha arguments. So there's really no reason why a window alpha function should be dealt with any different IMHO.

Developing ENIGMA / Re: Window Alpha and Message Box
« on: February 03, 2014, 01:51:04 pm »
I actually like your controller icon the most Jost, well done. =)

Robert: are you saying that you added window alpha and that's it?
What's all this other stuff about windows you're talking about?
Are these things you have or haven't added yet? Are you actually
Planning on adding these functions or are you just playing around
with random ideas that might not ever happened?

Two things I'd like to suggest.

1) a way to make a specific color completely transparent. This
when paired with a border less window it could emulate the look
of a non-rectangular window. Or perhaps a rectangular one with
rounded edges. And maybe a way to make the window click &
drag-able somewhere in the client area? This way we could
make custom title bars. And a function to minimize the window
so a custom minimize button could be done.

2) A way to draw specific objects, particles, rooms, and other
elements to one or more windows handles, assuming multiple
windows can be created by the game. This would be perfect
for multiplayer, non-networking, single keyboard 3D games
or a 3D car rear view camera, etc.

Works in Progress / Re: Dungeon Blabber
« on: February 02, 2014, 05:33:20 pm »
The smallest texture(s) are 512x512 and most of them are 1024x1024 and the actual cylindrical panoramas rendered are 2048x2048 these two panoramas by themselves took more than 48 hours to render and it ate up all the resources thus I haven't been able to do anything on my PC that I needed to for days. I actually agree with you but I have a schedule to keep and I can only have the patience to do but so much. I hope down the road when this game is long past completed I'll have the time for touch-ups such as you requested. =) Or maybe after I have a break from this scene and go on to something else I can revisit it.

Thank you for the feedback as usual! =)

Works in Progress / Re: Dungeon Blabber
« on: February 02, 2014, 03:37:38 pm »
The trees are done. It took long enough, that's for sure.
To see it in action, check out these links. Click and drag
the cursor to rotate the screen. Requires HTML5.

Interactive Spoiler 1
Interactive Spoiler 2
Interactive Spoiler 3

If your browser is outdated or doesn't  support HTML5
here's a Flash version for each spoiler, it may run slow.

Interactive Spoiler 1
Interactive Spoiler 2
Interactive Spoiler 3

Also note: an explaination will be provided in-game
about the trees. They don't grow leaves because
they don't rely on sunlight. Instead, their bark
magically lights up the cave with a dim neon green.

Programming Help / Re: Using external resources (loading/unloading)
« on: February 02, 2014, 12:38:29 pm »
It does support DLL's I've tested this a while back and it worked.

I personally find the idea of loading external resources a great idea. But encrypted ones? Not so much. It would be better if we had a regular zip file and have it password protected and extracted to a well hidden temp directory at runtime with files deleted when no longer in use or when the game is closed. This is exactly how GMStudio protects the html5 runner from being pirated. In the GMS directory there is the html5 runner in a password protected zip. When you compile to html5 the runner is quickly extracted, read, then deleted all rather quickly and behind the scenes in a hidden temp directory. If this method of protection is good enough for YYG there's no reason why we can't do this too for protecting include files and external resources.

But if this does ever happen, there needs to be a way to specify within ENIGMA whether to encrypt or protect each file individually because there are times you'll need those files accessaable to players, I. E. customizable sprite sheets, etc.

Proposals / Re: Request: Cursor Lock
« on: February 02, 2014, 11:00:15 am »
Yeah I know I hate it when people do that when I used GM 8.1 I never did that but studio doesn't have this option because it is done by default, I think ENIGMA should do that too. In any case, who wants their game still running all its stuff when minimized? I know that is what pausing is for but still, the user might not always remember to pause when switching window focus.

ALLCAPS BOARD / Re: Rock Monster
« on: February 01, 2014, 11:25:10 pm »
This is amazing. XD

Proposals / Embed SWF?
« on: February 01, 2014, 11:20:34 pm »
This might be a bit niche but any chance we could have a bbcode tag for embedding flash SWF's on this here forums? This would open a lot of new opportunities for advertisement whereas when I make a game the screenshots, even animated gifs, videos buffer which is annoying and don't do it justice. Something about having it in the webpage and being able to interact with it mildly without having to download the actual game could give people a more accurate means to discover ahead of time whether they should download it.

Your thoughts?

Proposals / Re: Request: Cursor Lock
« on: February 01, 2014, 11:10:56 pm »
Thanks man for informing me of this. =) so apparently what I want (in theory) can already be done without additional functionality applied to ENIGMA. I'll try out the threading when I get the chance it sounds like a perfect solution. Again thanks for everything I'm excited to try this out. =)

Proposals / Request: Cursor Lock
« on: February 01, 2014, 05:30:51 pm »
This would be great for my game or pretty much any game with first person 3D mouse look. A way to draw the cursor in the center of the game window and keep it drawn there without it technically always being there.

In other words, 3D mouse look is usually done in ENIGMA / GM by setting the cursor to the center of the window every step, and between each step the mouse_x/y values changed is then used to rotate the 3D projection like a camera. But in between each step if the cursor is set to visible it will look retarded because in between each step the cursor moves away from the center coordinates. Usually this is dealt with by keeping the cursor invisible and using a crosshair sprite drawn ortho to the center of the screen.

But I'd like to not use a sprite, I'd strongly prefer using the actual cursor. So I thought, is there a way to draw the current cursor to the center of the window at all times, even when it technically isn't there in between steps when moved?

Something like this is what I'd like to have...

Code: [Select]
//Locks the cursor to the center of screen
//Arg1/2 are ignored when Arg0 is 0/false
//Arg0 (bool) - lock cursor? 0 or 1 / true or false
//Arg1 (real) - X screen coordinate
//Arg2 (real) - Y screen coordinate

I think this isn't that hard to add I hope someone could do this for me <3

Works in Progress / Re: Dungeon Blabber
« on: January 30, 2014, 08:02:32 pm »
I'm still working on redoing all those old renders but
at least I have something new to share. More of my
artwork in progress. I still need to model some trees.

Off-Topic / Re: New Member Intro + Other
« on: January 30, 2014, 07:48:42 pm »
Yeah the file size is the biggest issue. I've completed adventure games before but they were projects that really sucked and had no potential. They took me about roughly a month each. I'm working on a new adventure game project called "Dungeon Blabber" and so far so good. Since it's my first "serious" adventure game project it will probably take about a year if not a bit more than that.I love text adventures I almost like them as much as myst type games.

I originally found out about text adventures from this site:

They have a game there called "Thy Dungeonman" (1,2,& 3) and there's also "Peasent's Quest" which are really fun text adventures btw

I've never really completed a single working project in ENIGMA yet so I've been using GMS for just about everything. As for rendering engines - I use Bryce which costs money (about $20) and
If you want something free try Sweet Home 3D which is open source and very user-friendly. For a more powerful engine for rendering images and animation try blender though its free and open source it's very hard to work with and not at all targeted at beginners.