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1066
Programming Help / Re: check on what boundary is hit when colliding with the room edges
« on: September 08, 2013, 03:48:12 pm »Quote
But continuing on, if you do want to add a new event to the IDE, you would simply do so in these two files...It would be good if data in those files could be externally defined like the events.res. So you wouldn't have to recompile LGM just to use those changes.
Quote
You can just simply use that code in your collision boundary event.Agreed about the complication. Everything can be done straight in EDL. Even better of course would be to use that code in step event though, as the boundary event already checks that (as seen in the OP posted code). That should in theory be faster when check is true (object colliding with boundary) and the same when the check is false.
1067
Off-Topic / Re: What the crap YYG??
« on: September 08, 2013, 12:41:17 pm »
I don't think you know what a pyramid scheme is.
Anyway, I am pretty sure they are selling and most of the things work (at least without major problems). ENIGMA on the other hand breaks constantly now and sometimes doesn't work for months (like it wasn't possible to install ENIGMA on windows from January to beginning of August this year). So I don't see how we are fairing any better. We all learn though. And we can learn from their mistakes as well. Like not making support for 9 platforms at the same time. That is why Linux and Windows are the only supported platforms with Mac breaking. Like 3 years back we really had included support for IOS/Android as well, but they never actually worked.
Anyway, I am pretty sure they are selling and most of the things work (at least without major problems). ENIGMA on the other hand breaks constantly now and sometimes doesn't work for months (like it wasn't possible to install ENIGMA on windows from January to beginning of August this year). So I don't see how we are fairing any better. We all learn though. And we can learn from their mistakes as well. Like not making support for 9 platforms at the same time. That is why Linux and Windows are the only supported platforms with Mac breaking. Like 3 years back we really had included support for IOS/Android as well, but they never actually worked.
1068
General ENIGMA / Re: Interpolate Colors Between Pixels
« on: September 08, 2013, 12:36:48 pm »
The font texture is created by the compiler as far as I know, so it's not possible to be added in the IDE. I think it should be trivial with the Josh's glyph packer. Just add 1 to width and height (maybe 2).
1069
Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 11:24:47 am »
room_restart and room_goto_next are functions, not variables. You need to have them like room_restart() and room_goto_next(). Is this your first time with GM/ENIGMA or programming? I think for GM there are some very good intro courses, but I just learned from examples. Remember recreating that 1945 plane game from scratch in GM when I was 12 or something. Couldn't remember whether x was horizontal or vertical position.
edit: Also, just for information - When using functions without parenthesis (so just the function name and not really calling a function) returns the function "id". In GM I think this breaks it, but in ENIGMA you can pass functions to scripts and such (at least theoretically). In C++ this would be a pointer. It doesn't work right now in ENIGMA either as we can't use pointers. I know that in GM (and ENIGMA) you can use scripts like this though. Like have a script scr_explode() and scr_explode_large(), then in create event write explosion_script = scr_explode; and then script_execute(explosion_script). This is possible because in these cases only resource id's are used and not pointers.
edit: Also, just for information - When using functions without parenthesis (so just the function name and not really calling a function) returns the function "id". In GM I think this breaks it, but in ENIGMA you can pass functions to scripts and such (at least theoretically). In C++ this would be a pointer. It doesn't work right now in ENIGMA either as we can't use pointers. I know that in GM (and ENIGMA) you can use scripts like this though. Like have a script scr_explode() and scr_explode_large(), then in create event write explosion_script = scr_explode; and then script_execute(explosion_script). This is possible because in these cases only resource id's are used and not pointers.
1070
Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 09:56:39 am »Quote
I tried your code as is and without string() after pressing enter it does not go to alarm event. After the 1st enter press you can not see any more typing till you hit enter.That is actually because alarm[0] doesn't do anything. To use alarms you must set the value after which the alarm event will run. I didn't notice that before in your code, but you must do this:
Code: [Select]
alarm[0]=1;
to run the alarm after 1 step. The reason why it didn't show anything typing is because I update the string only when enter is pressed. Anyway, I am still confused why keyboard_string works for you as it doesn't on windows.
1071
Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 07:16:08 am »
I don't think keyboard_string is even implemented. Some while ago I added keyboard_lastchar so that works (and can be used to create a textbox you want), but I don't think we have keyboard_string. At least on Windows it doesn't work.
Even if it did work, why would that code stop inputing text when enter is pressed? You call an alarm event, you don't stop keyboard_string from populating. If you want that, then do something like this:
edit: Unless you meant that "Enter" should automatically clear the keyboard_string. That shouldn't be true in GM either. It just shows the last 1024 chars pressed. Enter will probably add a newline character, but it will not delete the previous ones. If you want keyboard_string to clear, then set it to an empty string.
Even if it did work, why would that code stop inputing text when enter is pressed? You call an alarm event, you don't stop keyboard_string from populating. If you want that, then do something like this:
Code: [Select]
if (input_done == false){ draw_text(10,20,"Enter your name here: "+string(keyboard_string)); }
else { draw_text(10,20,"Enter your name here: "+string(name)); }
if (keyboard_check_pressed(vk_enter))
{
name = keyboard_string;
input_done = true;
alarm[0];
}
edit: Unless you meant that "Enter" should automatically clear the keyboard_string. That shouldn't be true in GM either. It just shows the last 1024 chars pressed. Enter will probably add a newline character, but it will not delete the previous ones. If you want keyboard_string to clear, then set it to an empty string.
1072
General ENIGMA / Re: Interpolate Colors Between Pixels
« on: September 08, 2013, 07:09:04 am »Quote
Basically that lets you use texture_set_interpolation(true); on a draw_sprite(); call without the problem of the sampler interpolation nearby pixels from other textures causing planar edge artifacts.I am pretty sure they had the same problem as long time ago in YYG blog they posted on how to get rid of those artifacts (had to put 1pixel border around different sprites). We are having the same problem even without a sampler (without interpolation turned on). For text, I still haven't tried to set 1 pixel boarder around glyphs, but I guess that will be needed as not text looks bad.
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Why on earth do you have to create a thread about this?I was not for you apparently.
1073
Off-Topic / Re: What the crap YYG??
« on: September 08, 2013, 07:03:43 am »
I also don't get the hate on YYG. They can sell it for as much as they want and as they are still not bankrupt, then I guess they are selling it. It's not like ENIGMA is more bug free than GM. We break platforms all the time and we only support 3 of them.
edit: I also hadn't seen their new site/re-branding thing and I actually like it. Looks very cool and I like all the info on new and not so new commercial games that were actually made in GM (which is something I wouldn't have figured).
edit: I also hadn't seen their new site/re-branding thing and I actually like it. Looks very cool and I like all the info on new and not so new commercial games that were actually made in GM (which is something I wouldn't have figured).
1074
General ENIGMA / Re: Legal standing of this project
« on: September 04, 2013, 01:00:27 pm »Quote
3) No, because it is just binary compression, it is un-copyrightable, hell if that were copyrightable, I don't know where the fuck the computer industry would be today, probably in the dark agesComputer file formats can be copyrightable (and oftentimes are), but I don't think GMK (or any GM format) is. I think they are just too lazy to do it legally and they change it too often. Usually for copyright they can just add "(c)" with some more info and it would be legally binding, but they can only add that for file format specification. As they haven't released the file format openly (and for LGM project it has always been reverse engineered), then they cannot do that.
1075
Teamwork / Re: Looking for Programmer
« on: September 03, 2013, 03:41:05 pm »
Looks very good. I see that you tried to use C#/XNA/Monogame before. So I guess you don't really know ENIGMA/GM at all? EDL (the language ENIGMA uses) and GML (which is what GameMaker uses and is the basis of EDL) are very easy and allows for rapid prototyping if able to get hang of it (which shouldn't be particularly hard). There are also a lot of examples in EDC and the internet (for GM, which ENIGMA usually can run).
I could probably create the things you already shown in the gif's for you. But you should be a little more specific about the some things - like you have the 3d blocks version (where you move in the z direction like in many beat-em ups) and then you have the example where you are 2d. While going from one to the other isn't particularity hard, it is something that should be decided on at the beginning. Your current idea is the 3 level depth which I guess could work best.
The physics could be based on Box2D physics engine in ENIGMA (which would make things like rope behave a lot more like rope), although if you want the more basic physics (which maybe works better for your style of game) then of course it is also possible.
Also, what platforms are you targeting? You say you don't want mouse because of other platforms. Right now ENIGMA supports Windows and Linux (but should work on Macs as well. It's just that no one has tried in a while). Our embedded development pretty much halted, so don't expect Android/IOs support in any near future. Xbox one could be more probable because we have a working directx port going on.
I could probably create the things you already shown in the gif's for you. But you should be a little more specific about the some things - like you have the 3d blocks version (where you move in the z direction like in many beat-em ups) and then you have the example where you are 2d. While going from one to the other isn't particularity hard, it is something that should be decided on at the beginning. Your current idea is the 3 level depth which I guess could work best.
The physics could be based on Box2D physics engine in ENIGMA (which would make things like rope behave a lot more like rope), although if you want the more basic physics (which maybe works better for your style of game) then of course it is also possible.
Also, what platforms are you targeting? You say you don't want mouse because of other platforms. Right now ENIGMA supports Windows and Linux (but should work on Macs as well. It's just that no one has tried in a while). Our embedded development pretty much halted, so don't expect Android/IOs support in any near future. Xbox one could be more probable because we have a working directx port going on.
1076
Programming Help / Re: Double-Click/Button Press?
« on: September 03, 2013, 03:31:19 pm »
I was just pointing out how complicated even the simplest things can be. Because if that is an extension (or built-in in ENIGMA without one), then others might think it should work for controllers too (which is reasonable) and so people will post here in confusion.
So for now I think the simplest things which can be done in pure EDL without problems should be done in EDL.
But thanks for the suggestion. I and others will probably consider it (the previous post was actually me considering it) and see if is doable.
So for now I think the simplest things which can be done in pure EDL without problems should be done in EDL.
But thanks for the suggestion. I and others will probably consider it (the previous post was actually me considering it) and see if is doable.
1077
Programming Help / Re: Double-Click/Button Press?
« on: September 03, 2013, 02:27:24 pm »
Things that are easy to implement in EDL (like Robert's few lines of code shows) usually are not good things to actually implement in ENIGMA as this way you have a lot more control. Problem here being that it would have to be strictly "standardized" or outlined. For example, how long should the presses be counted? When should they be clear? When you press another button? But then you won't be able to run and activate the ability at the same time. If it clears based on time, then what time? And be measured in what? Probably steps, but then the default value would usually be unsuitable and a function to set this time would have to be used. Or it needs to be cleared on times (just like Robert code, so it works even in rapid succession), but setting this for all inputs would be hassle. So a manual control for count clearing would have to be used as well. So maybe this could be added as an extension to ENIGMA just in case someone wants a ready made (but probably less flexible) solution. So in the end it would probably take even more code to use that extension than to code your own.
Also, your example mentions xbox (or similar) controller. That in itself is an extension and it would be more complicated to add a system like this for other inputs which can be controllers. Especially if it is an extension.
So it would probably always take less time and be less of a hassle to code this yourself, but I guess we can consider this. Maybe I will make an extension like that for keyboard and mouse.
Also, your example mentions xbox (or similar) controller. That in itself is an extension and it would be more complicated to add a system like this for other inputs which can be controllers. Especially if it is an extension.
So it would probably always take less time and be less of a hassle to code this yourself, but I guess we can consider this. Maybe I will make an extension like that for keyboard and mouse.
1078
General ENIGMA / Re: The Times They Are A Changin'
« on: September 01, 2013, 04:13:43 pm »
I can only test DX. I am not that interested in developing it right now. I would really want to finish porting GL3 now, but I am tight on time.
Anyway, DX segfaults in the meshes:
Anyway, DX segfaults in the meshes:
Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x005022ab in Mesh::BufferGenerate (this=0x34c350, subdata=false) at Graphics_Systems/Direct3D9/DX9model.cpp:364
364 vertexbuffer->Lock(0, 0, (VOID**)&pVoid, 0);
(gdb) bt
#0 0x005022ab in Mesh::BufferGenerate (this=0x34c350, subdata=false) at Graphics_Systems/Direct3D9/DX9model.cpp:364
#1 0x0050365a in Mesh::Draw (this=0x34c350) at Graphics_Systems/Direct3D9/DX9model.cpp:387
#2 0x0041c56e in enigma_user::d3d_model_draw (id=1) at Graphics_Systems/Direct3D9/DX9model.cpp:564
#3 0x0042dbff in enigma_user::d3d_primitive_end () at Graphics_Systems/Direct3D9/DX9primitives.cpp:144
#4 0x004071a0 in enigma::OBJ_obj_floor::myevent_draw (this=0x348a10) at Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:322
#5 0x00434831 in enigma_user::screen_redraw () at Graphics_Systems/Direct3D9/DX9screen.cpp:179
#6 0x00403040 in enigma::ENIGMA_events () at Preprocessor_Environment_Editable/IDE_EDIT_events.h:103
#7 0x0041103e in WinMain@16 (hInstance=0x400000, hPrevInstance=hPrevInstance@entry=0x0, lpCmdLine=0xf23a78 "", iCmdShow=10) at Platforms/Win32/WINDOWSmain.cpp:313
#8 0x005c3b6d in main (flags=1, cmdline=0x340008, inst=0x11c1870) at /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/crt0_c.c:18
(gdb)
1079
General ENIGMA / Re: The Times They Are A Changin'
« on: September 01, 2013, 03:24:12 pm »
Yup, never mind, forgot that the perftester is now egm, so it saves settings as well. When I set it to GL3 I get 545FPS with normal shading (shader - none) and up to 755FPS with toon shader. I see that you start to upload videos to youtube. I would do some too. Maybe some of the games in EDC. For recording I would want to use Shadowplay to get the most FPS, but Nvidia is really slow on releasing that.
1080
General ENIGMA / Re: The Times They Are A Changin'
« on: August 31, 2013, 05:08:05 pm »
For me it seems OGL3 is slower now. At least when used with the new perf tester and drawing 200000 boxes I get only 28-30fps, while previously I had 660FPS. Maybe something else has happened. I will check later as not it's 1am.
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