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1306
Announcements / Re: Licensing, the ultimatum
« on: May 31, 2014, 12:00:31 pm »
I will reiterate my position on this.
1) I think you're all nuts and your whining about the licensing makes me ill.
2) You all complain about our licensing but I've never once heard any complaints about YYG licensing which you all seem to be submissive to.
3) So much focus being placed on this is detracting from the actual development.
4) I don't think it will really change anything once we do establish the official licensing, you'll all find something else to complain about.
5) I was perfectly happy with the GPL, and I myself would make a game and commercialize it under ENIGMA with this licensing.
I suppose I am also fine with the MPL, either way I don't give a shit.
1) I think you're all nuts and your whining about the licensing makes me ill.
2) You all complain about our licensing but I've never once heard any complaints about YYG licensing which you all seem to be submissive to.
3) So much focus being placed on this is detracting from the actual development.
4) I don't think it will really change anything once we do establish the official licensing, you'll all find something else to complain about.
5) I was perfectly happy with the GPL, and I myself would make a game and commercialize it under ENIGMA with this licensing.
I suppose I am also fine with the MPL, either way I don't give a shit.
1307
Issues Help Desk / Re: Can't rename a resource under linux
« on: May 31, 2014, 11:31:29 am »
:O That shouldn't be happening though egofree, they are both a part of SE.
1308
Issues Help Desk / Re: Can't rename a resource under linux
« on: May 31, 2014, 11:11:20 am »
Oh that certainly could be causing issues, why not try a 32bit Java installation?
1309
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 10:49:18 am »
Who said anything about pointers? All modern managed languages C#/Java are pretty strict with ';' and they are both very easy to read. Also resource identifiers will still be numerically unsigned, the only difference is that they will be reusable, so for instance if you delete sprite #3 and then add a sprite it will take that sprite identifier, so it will act like a pointer. Actually, since pointers kind of act like integers, there may in fact be no need to differentiate the two, in fact using pointers would probably be just fine, in fact, Studio does use pointers now for some of its resources.
Yes I would continue to support ENIGMA, another goal of this project is to potentially help ENIGMA better identify with itself, so in other words, be less confused about its sexuality. I would continue to work on both projects in fact. My project will allow breathing room from GM, allow developers to be innovative and get creative about approaching certain aspects of development, and allow ENIGMA/GM users an advanced step up to a more intuitive and efficiently designed engine. This would also probably lead to less bugs, a lot of ENIGMA's issues are related to incomplete discussions regarding GM compatibility, GM compatibility in fact inhibits a lot of ENIGMA's functionality.
Yes I would continue to support ENIGMA, another goal of this project is to potentially help ENIGMA better identify with itself, so in other words, be less confused about its sexuality. I would continue to work on both projects in fact. My project will allow breathing room from GM, allow developers to be innovative and get creative about approaching certain aspects of development, and allow ENIGMA/GM users an advanced step up to a more intuitive and efficiently designed engine. This would also probably lead to less bugs, a lot of ENIGMA's issues are related to incomplete discussions regarding GM compatibility, GM compatibility in fact inhibits a lot of ENIGMA's functionality.
1310
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 10:28:38 am »
Yes but egofree, you aren't considering that ENIGMA already has very poor compatibility with all the bullshit syntax of GM. Only real difference is you would need to start placing ; after every line, which I always did with GM anyway. To me it honestly doesn't affect ease of use at all. And it ensures your code won't break with future releases, it also removes the overhead of needing your game to be parsed before compiled. It can simply be copy and pasted and compiled.
1311
General ENIGMA / New Beginnings
« on: May 31, 2014, 10:13:52 am »
Ok, there has been a lot of discussion of creating a fork of ENIGMA which actually fixes some things in GM. I am beginning to seriously consider this now.
The purpose of the fork is not to remain compatible with any other program, and takes the GM approach in a fundamentally different direction allowing for greater optimization and an intuitive redesign.
Some of the features and differences would be as follow:
* Windowing system would be completely abstract allowing the creation of multiple windows.
* No fake fullscreen, aspect ratio handled natively by the display.
* No view options in room editor and no global constants, views can be controlled via screen_set_viewport functions, because there is an efficient trick to speed up games by allowing two views to be rendered in the same draw call.
* Revamped non-retarded implementation of the audio_* functions.
* Complete redesign of graphics allowing not only vertex buffers but index buffers and instance geometry, with a proper bridge of OGL and D3D and not just a tacky way of emulating D3D by use of an OGL backend like ANGLE.
* Branching path system with improved A* motion planning.
* Cross-platform video interface for hardware accelerated video playback and rendering.
* All resources handled as included files, each will have a "preload" option and if it is unticked you have to load in manually using _load* functions asumming that all resources are extracted locally to the executable, but you will still be able to control how the resources are extracted, kind of like in Visual Studio
* Completely unrestricted file hierarchy, the IDE will also support loading multiple projects at once, and will support only one file format.
* Because the IDE will use a single uncompressed file format, the IDE will also be much quicker with loading and saving and compiling projects.
* CLI programs will exist for building projects outside of the IDE
* Non-object oriented method of compiling and linking code into your game.
* Possibly, strict C++, meaning no GML or EDL and no hybrid language, pure C++, variant type would remain most likely however, only differences would be more strict syntax, which ENIGMA kind of already has anyway.
* File reading/writing revamp, will support the ability to work with multiple INI files at once.
* Script redesign, they will be actual source files, if you want them to act like functions in GM you will have to prototype the function, not sure what to do about forward declarations.
* As a result of the script redesign, there will exist an object resource, but the object structure will be redesigned to allow you to easily and simply code an object using a script, so for instance if an object has a sprite it will inherit an object_sprite class, if it has a model it will inherit an object_model, if it has physics it will inherit object_physics, or a combination of these entities. An event listener and stack may be created similar to Java, C#, or Qt Also important to mention the object resource will not be removed, it will remain allowing a more graphical approach to create an object.
* Possible drag and drop redesign that will follow a more schematic approach like you often see with material/shader editors.
* Certain aspects may follow a more entity component style system, for instance, since views will be removed, you will be able to place camera/projection entities in the room to accommodate, which will also allow you to control aspects such as fog. Unsure of how to handle instance translations and properties however, as it will be dependent upon what entities their prototype class inherits.
* Full threading support, atomic and immutable types etc.
This project will basically allow us to address things immediately by doing them our own way, discussion of feature and implementations will not revolve around compatibility vs. incompatibility. These are simply ideas floating in the air, but I am seriously consider turning this into a practical implementation. I am just sick of working on something that I can't improve or innovate with. Suggestions and feedback is welcome. The project also has no name yet and is simply a proposal.
NOTE: This project would be licensed the same as ENIGMA once licensing for ENIGMA is established.
Just to put some names into the hat or some keywords to work with for a name:
Perform - not an acronym, pretty simplistic
Fluid or FLUID - possibly an acronym, meant to be intuitive, has no relation to F.L.U.D.D.
Formulate - key term, relates to variables/formulas/equations/functions
The purpose of the fork is not to remain compatible with any other program, and takes the GM approach in a fundamentally different direction allowing for greater optimization and an intuitive redesign.
Some of the features and differences would be as follow:
* Windowing system would be completely abstract allowing the creation of multiple windows.
* No fake fullscreen, aspect ratio handled natively by the display.
* No view options in room editor and no global constants, views can be controlled via screen_set_viewport functions, because there is an efficient trick to speed up games by allowing two views to be rendered in the same draw call.
* Revamped non-retarded implementation of the audio_* functions.
* Complete redesign of graphics allowing not only vertex buffers but index buffers and instance geometry, with a proper bridge of OGL and D3D and not just a tacky way of emulating D3D by use of an OGL backend like ANGLE.
* Branching path system with improved A* motion planning.
* Cross-platform video interface for hardware accelerated video playback and rendering.
* All resources handled as included files, each will have a "preload" option and if it is unticked you have to load in manually using _load* functions asumming that all resources are extracted locally to the executable, but you will still be able to control how the resources are extracted, kind of like in Visual Studio
* Completely unrestricted file hierarchy, the IDE will also support loading multiple projects at once, and will support only one file format.
* Because the IDE will use a single uncompressed file format, the IDE will also be much quicker with loading and saving and compiling projects.
* CLI programs will exist for building projects outside of the IDE
* Non-object oriented method of compiling and linking code into your game.
* Possibly, strict C++, meaning no GML or EDL and no hybrid language, pure C++, variant type would remain most likely however, only differences would be more strict syntax, which ENIGMA kind of already has anyway.
* File reading/writing revamp, will support the ability to work with multiple INI files at once.
* Script redesign, they will be actual source files, if you want them to act like functions in GM you will have to prototype the function, not sure what to do about forward declarations.
* As a result of the script redesign, there will exist an object resource, but the object structure will be redesigned to allow you to easily and simply code an object using a script, so for instance if an object has a sprite it will inherit an object_sprite class, if it has a model it will inherit an object_model, if it has physics it will inherit object_physics, or a combination of these entities. An event listener and stack may be created similar to Java, C#, or Qt Also important to mention the object resource will not be removed, it will remain allowing a more graphical approach to create an object.
* Possible drag and drop redesign that will follow a more schematic approach like you often see with material/shader editors.
* Certain aspects may follow a more entity component style system, for instance, since views will be removed, you will be able to place camera/projection entities in the room to accommodate, which will also allow you to control aspects such as fog. Unsure of how to handle instance translations and properties however, as it will be dependent upon what entities their prototype class inherits.
* Full threading support, atomic and immutable types etc.
This project will basically allow us to address things immediately by doing them our own way, discussion of feature and implementations will not revolve around compatibility vs. incompatibility. These are simply ideas floating in the air, but I am seriously consider turning this into a practical implementation. I am just sick of working on something that I can't improve or innovate with. Suggestions and feedback is welcome. The project also has no name yet and is simply a proposal.
NOTE: This project would be licensed the same as ENIGMA once licensing for ENIGMA is established.
Just to put some names into the hat or some keywords to work with for a name:
Perform - not an acronym, pretty simplistic
Fluid or FLUID - possibly an acronym, meant to be intuitive, has no relation to F.L.U.D.D.
Formulate - key term, relates to variables/formulas/equations/functions
1312
Issues Help Desk / Re: Can't rename a resource under linux
« on: May 31, 2014, 08:38:15 am »
How are you launching LGM? I cd to enigma-dev then java -jar lateralgm.jar, make sure you cd to the dir that contains LGM. I promise you egofree, nothing has changed, it has always been this way.
1313
Issues Help Desk / Re: >:( objects nowhere to be seen
« on: May 30, 2014, 11:37:23 pm »
Well, can you describe it a little better than that for me? Do you mean on sprites or what? Can you provide a screenshot? What are the exacts steps I can follow to reproduce what you are experiencing?
Answering these types of questions when filing a bug report make them much easier for us to solve.
Answering these types of questions when filing a bug report make them much easier for us to solve.
1314
Issues Help Desk / Re: Can't rename a resource under linux
« on: May 30, 2014, 09:58:48 pm »
Sorry egofree, I am not able to reproduce this on Ubuntu. As you can see in the screenshot below I am able to rename resources fine using the right click menu, the edit box, or the edit menu. I also attempted loading another game and renaming resources as well as creating a blank game and one of every resource type and renaming each, and was still not able to reproduce the issue. Can I ask what resource type you are renaming, how you are renaming it, and what distro you are experiencing this under?
1315
Issues Help Desk / Re: Opening an EGM windows project under linux is not possible
« on: May 30, 2014, 06:16:46 am »
Your first solution is better, I'll go with it. And of course GMK doesn't have the problem because GMK does not save ENIGMA settings, as a result of it not being our format we can't modify it.
I actually never thought of fixing this issue that way, thanks for suggesting it egofree, lol, and I am the one that thought up platform specific settings too, silly me.
I actually never thought of fixing this issue that way, thanks for suggesting it egofree, lol, and I am the one that thought up platform specific settings too, silly me.
1316
Issues Help Desk / Re: Problems compiling game
« on: May 28, 2014, 06:18:42 pm »
I just tried var i and that compiles fine. Sometimes there is a name conflict where a variable accidentally gets included in enigma_user, you can check for these under Build->Keyword List->Globals
Here is another Mario game in ENIGMA:
http://enigma-dev.org/forums/index.php?topic=1791.msg17208#msg17208
Here is a topic about the Hello Mario engine:
http://enigma-dev.org/forums/index.php?topic=1426.msg14222#msg14222
Here is another Mario game in ENIGMA:
http://enigma-dev.org/forums/index.php?topic=1791.msg17208#msg17208
Here is a topic about the Hello Mario engine:
http://enigma-dev.org/forums/index.php?topic=1426.msg14222#msg14222
1317
Issues Help Desk / Re: Problems compiling game
« on: May 28, 2014, 04:48:14 pm »
Yes as Darkstar pointed out there are anomalies in ENIGMA because it is hard to emulate GM's behavior perfectly. However, someone else made much more progress porting the Hello Mario engine. But they never posted it to the forums, they had most of the levels working as well. I forgot who it was but they showed me on IRC.
I can't quite tell directly what your errors are related to, but they seem to be pretty straight forward. Files such as the following:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h
Are where your game converted to C++ exists. And most of the compiler errors are just GCC output.
I can't quite tell directly what your errors are related to, but they seem to be pretty straight forward. Files such as the following:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h
Are where your game converted to C++ exists. And most of the compiler errors are just GCC output.
1318
Issues Help Desk / Re: Linux GMFormatException SOLVED
« on: May 28, 2014, 04:46:28 pm »
Yes a lot of people keep saying that about ENIGMA. The issue with them is a lot of the bugs they don't see as bugs and simply don't care to fix. They are basically making mole hills out of mountains.
1319
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: May 28, 2014, 04:29:15 pm »Quote from: Darkstar
I don't give a flying crap about their recommendations ! They are not taking into account many variables. I go with what will work for at least 2 of the most commonly used cards, AMD and NVIDIA, and if possible the most other type of cards.I know but you keep wanting to think half-pixel alignment is not an issue because you have new issues now. It is still an issue, and it sounds as though something external is influencing your results.
Quote from: Darkstar
What you are referring as far as rounding, will most likely affect sharpness. Problem I am experiencing is not blurriness, it's text anomalies such as for example a vertical line next to a 1, dots or other lines surrounding text, these lines are also sharp. The reason in my screenshot that some lines appeared different shades is because in that example I used AA.....but I also tested AA or non AA, default font or declared font, same issue. That's what I mean by artifact.
Ok, but it is important to note, that for testing purposes, it is good to be consistent (the scientific method). For instance, the fonts you used were fonts you drew with before? And it is also important to isolate these new artifacts to the updating of graphics drivers, because it very VERY well could have another OpenGL setting flipped on or off.
Quote
The ONLY problem I ever witnessed so far with ENIGMA is the lines. Text is crisp and sharp but may have bits of vertical lines next to the text, and bits of horizontal lines top or bottom, and sometimes dots. No blurriness. Any other anomaly such as certain letters appearing fatter or any other issue would be attributed to monitor scaling or hardware scaling, in which case this issue is completely gone if your monitor resolution 1:1 with the game room. So this is why doing my tests I will always account for the monitor's native resolution to determine if it is a PASS or a FAIL. I test all other lower resolutions going up, if all pass including native then I mark it as PASS. Problem with the lines with text occurs in all modes even native and 1:1.Wait, so you never had blurry text this entire time we've been testing? I was under the impression you had at least experienced it before.
Quote from: Darkstar
I posted a screen shot above so you'd see what I mean, look closely at the letters, the lines - The letter itself is NOT malformed, it is the added lines surrounding it of different sizes. I used AA in the examples above, but this occurs no matter if AA is turned on or off....regardless of font used and font size.Interpolation can sometimes cause this to happen as well. You had it turned off right? I mean explicitly calling texture_set_interpolation(false) because other texture settings may be overriding the application in your graphics card control panel.
Quote from: Darkstar
As far as Robert's vertical line issue during scroll, I think that is another issue completely. I was not having this problem at all until I went from 314 to 335, then it disappeared with new drivers 337. Go look at the code how the scrolling is handled......Whoever wrote projectchaos could have done the scrolling differently using fewer lines of code.If I remove all offsets, guess what, then I don't have those vertical gaps either. In fact, with default OpenGL I have no rendering anomalies, only with Direct3D.
Quote from: Darlstar
The one thing that stands out in ENIGMA is the lines issue (refer to screenshots).You did not have that problem before updating your drivers, again I would encourage you to visit your control panel and ensure that nothing external is influencing the game. Or also to test another application, such as Studio, with your new drivers.
Quote from: Darkstar
It's called AMD now. And wrong, Robert did notice the problem with text as this was discussed in previous issues and he acknowledged it.No he means we, me and him, notice half pixel issues, but you seem to have all these other problems that none of us have.
Quote from: Darkstar
Right now my work is to determine if there is any relation to the driver I installed, meaning changes in the NVIDIA panel and if so, which one. Normally I am aware that the changes you can make in the drivers will affect image quality (sharpness) but should not in theory affect the text artifacting, unless NVIDIA uses internal driver settings that affect offsets too?It's not so much those things, but you may have turned on interpolation or god knows some random OpenGL texture setting. Anyway, yes, I can't encourage you enough to check that panel.
1320
Issues Help Desk / Re: >:( objects nowhere to be seen
« on: May 28, 2014, 04:26:08 pm »
It sounds like he has the last version where I broke the default draw subchecks for visible.
Did you download before or after 5/25/2014?
http://enigma-dev.org/docs/Wiki/Install:Windows
Did you download before or after 5/25/2014?
http://enigma-dev.org/docs/Wiki/Install:Windows
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