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256
General ENIGMA / Re: Lua interpreter?
« on: February 07, 2015, 10:21:08 am »
Good work! You can probably post somewhere on these forums. I see that we haven't made a special section for this. I don't have admin rights here, so maybe whoever reads this can add an Extension section. I would want to post something there too.
257
General ENIGMA / Re: Lua interpreter?
« on: February 06, 2015, 10:32:40 am »
I modified the wiki page on it a little to have the basic information: http://enigma-dev.org/docs/Wiki/Extensions
You can just look at the extensions already present in ENIGMA. They are located in "\enigma-dev\ENIGMAsystem\SHELL\Universal_System\Extensions". The most simple extension is probably the datetime one and can be found here: "enigma-dev\ENIGMAsystem\SHELL\Universal_System\Extensions\DateTime". It shows the very basics needed to make an extension. Hope it helps.
You can just look at the extensions already present in ENIGMA. They are located in "\enigma-dev\ENIGMAsystem\SHELL\Universal_System\Extensions". The most simple extension is probably the datetime one and can be found here: "enigma-dev\ENIGMAsystem\SHELL\Universal_System\Extensions\DateTime". It shows the very basics needed to make an extension. Hope it helps.
258
General ENIGMA / Re: Lua interpreter?
« on: February 05, 2015, 11:49:51 am »
You can. As ENIGMA is open source you can techincally do anything. But how easy it will be is another question. I would probably try adding it as an extension.
259
General ENIGMA / Re: Lua interpreter?
« on: February 05, 2015, 09:15:39 am »
I'm actually looking at some kind of scripting language as well. I was leaning towards AngelScript, but have not decided yet. If I ever add some kind of scripting language support, then it probably wont be in the short term. My plan is at least 2 months from now.
Adding Lua shouldn't be that hard, as interfacing it with C++ is actually quite trivial. Like in the example here: http://gamedevgeek.com/tutorials/calling-c-functions-from-lua/
http://gamedevgeek.com/tutorials/calling-lua-functions/
Adding Lua shouldn't be that hard, as interfacing it with C++ is actually quite trivial. Like in the example here: http://gamedevgeek.com/tutorials/calling-c-functions-from-lua/
http://gamedevgeek.com/tutorials/calling-lua-functions/
260
Issues Help Desk / Re: Can't open egm project on Linux
« on: January 30, 2015, 05:59:42 am »
You asked who? Robert? He has been online more sparingly recently, so you might end up waiting a little.
261
Off-Topic / Re: [off topic] You know what program I would love to see.....
« on: January 29, 2015, 03:35:01 pm »
Sure. Whatever you want. I'm not sure what the program would do exactly. For portability reasons it's often better for database heavy programs to use net based technologies (i.e. make a website). But all of it can run in C++ engine like ENIGMA too. ENIGMA can also use TCP/IP protocols, so it can connect to databases and stuff. We could make an SQL extension too, so it would be easier to query databases from ENIGMA.
Basically in programming these things are true:
1) You can make everything in everything. You can make Crysis in GM if you want to. It will just be VERY slow, as you wouldn't be able to use many modern graphics techniques in GM (although you can in GM:S). Just like you can make your daycare app in Unity if you want.
2) Because 1) is true, you should really use the best tool for the job. While ENIGMA can make everything, it doesn't mean you should make operating systems in it. Like you can use Unreal Engine 4 for your daycare app if you want, but as you won't use GPU based particles systems in it, then it probably is a waste. So if you want a daycare app that helps with things like scheduling, then maybe using a web based platform will be better. But it purely depends on what you need.
3) If we look deeper at computers themselves, then a universal computer (that is a computer that can calculate everything that is calculable, and that means it basically can create your daycare app, just like it can anything else) is basically a computer that can add two numbers together and then jump to another address in memory. This means you can make your app on a watch. But it won't be practical to do so.
I use ENIGMA for my stuff because of two reason:
1) I helped make it, so it's a lot easier for me to add stuff I need or to fix problems I encounter. So I don't rely on other people to fix bugs or implement missing features. This greatly speeds up programming (like the node system shown in the first image is only about 3-4 days of work).
2) I make a lot of graphical stuff. Things for drawing, image processing and so on. So I need a way to render many things in real-time which would probably be impractical with C# windows framework or even UE4 (like making a node system inside it's node system?).
Basically in programming these things are true:
1) You can make everything in everything. You can make Crysis in GM if you want to. It will just be VERY slow, as you wouldn't be able to use many modern graphics techniques in GM (although you can in GM:S). Just like you can make your daycare app in Unity if you want.
2) Because 1) is true, you should really use the best tool for the job. While ENIGMA can make everything, it doesn't mean you should make operating systems in it. Like you can use Unreal Engine 4 for your daycare app if you want, but as you won't use GPU based particles systems in it, then it probably is a waste. So if you want a daycare app that helps with things like scheduling, then maybe using a web based platform will be better. But it purely depends on what you need.
3) If we look deeper at computers themselves, then a universal computer (that is a computer that can calculate everything that is calculable, and that means it basically can create your daycare app, just like it can anything else) is basically a computer that can add two numbers together and then jump to another address in memory. This means you can make your app on a watch. But it won't be practical to do so.
I use ENIGMA for my stuff because of two reason:
1) I helped make it, so it's a lot easier for me to add stuff I need or to fix problems I encounter. So I don't rely on other people to fix bugs or implement missing features. This greatly speeds up programming (like the node system shown in the first image is only about 3-4 days of work).
2) I make a lot of graphical stuff. Things for drawing, image processing and so on. So I need a way to render many things in real-time which would probably be impractical with C# windows framework or even UE4 (like making a node system inside it's node system?).
262
Issues Help Desk / Re: [solved] Problem when running game
« on: January 29, 2015, 02:55:02 pm »
If you won't be able to gives us more later when you have more problems, then we sadly won't be able to help you much. Like D3D9 can be missing some stuff, so if you cannot run GL, then this really isn't a fix that will work for you a long time.
263
Issues Help Desk / Re: Can't open egm project on Linux
« on: January 29, 2015, 02:53:19 pm »
Right now the new LGM cannot load egm files. It was broken recently, so if you updated LGM then it might not work. I think Robert should take down that version.
It is possible that this is a different problem though. Like previously EGM files changed the room format. So it might mean you will have to delete rooms and recreate them. Or just save it to gmk/gmx in the last version where it worked fine and then load that gmk/gmx in this new version. EGM sadly still doesn't save rooms in xml format, which just seems sad, but I don't code LGM so I cannot easily change that. Making a format that doesn't break is actually VERY trivial, but sadly we have not been able to do it because of lack of developers.
It is possible that this is a different problem though. Like previously EGM files changed the room format. So it might mean you will have to delete rooms and recreate them. Or just save it to gmk/gmx in the last version where it worked fine and then load that gmk/gmx in this new version. EGM sadly still doesn't save rooms in xml format, which just seems sad, but I don't code LGM so I cannot easily change that. Making a format that doesn't break is actually VERY trivial, but sadly we have not been able to do it because of lack of developers.
264
Off-Topic / Re: [off topic] You know what program I would love to see.....
« on: January 29, 2015, 02:48:55 pm »
You can make whatever you want. I make programs in ENIGMA all the time. I used to make a lot of programs in GM too. For example, right now I'm making a node based image processing tool in ENIGMA:
Previously I made circuit drawing program in GM:
So you don't really have limitations on what you can do.
Previously I made circuit drawing program in GM:
So you don't really have limitations on what you can do.
265
General ENIGMA / Re: Mac's 3D
« on: January 29, 2015, 08:21:41 am »Quote
Here, let's talk about MAX PAYNE (first edition) it was hyped for so many years.....when it came down to it it was a big fat ass disappointment......you could count the polygons with your hand, lighting effects were utter rubbish, level design was subpar, ending was crap.You mean the first Max Payne? As I remember it got a lot of rewards in 2001 as the best game. And it really was good. I finished it like 20 times. And the graphics were one of the best at the time. And the story was VERY original and compelling compared to any other game before it. So that games is actually a good example on how to make good AAA games. DukemNukem3D was also fun. You're talking about "level design" as such thing really existed back then. There were many technical limitations on what you could do, and that meant most levels were very similar. And that was also regarded as revolutionary game in sense and won many game of the year awards. So while you personally might not like them, historically both of these games have been landmarks.
Let's go way back to the DOS days and DUKE NUKEM 3D......another piece of shite hype........First level, ok.......but as you progressed it was so fucking boring and the level design was shite......was I an indie dev back then, fuck no, and I still am not !
Quote
Flappy bird was a success with popularity and download count but when it comes to the thril factor, everyone ive talked to (over 30 people ive asked this question) they all agree AAA console or PC games are much better, they justcant carry their Xbox or PC in their pocket like they can with their phone. They laughed at my question with the expacted response (and i quote "are you kidding? Dont you already know what my answer is?") Not everyone can afford console and decent PC games. Flappy bird is FREE. Can you name a single non-ouya non-indie console game that is free? GOOD LUCK if all console games were 100% free and could fit in your pocket without any loss in quality or performance, flappy bird wouldve never been downloaded. Everyone would be downloading the good stuff instead if it was just as accessable. People have their phones with them fucking EVERYWHERE therefore a lot more time on the hands to use it all the fucking time. Your console and PC is attached to your wall at home, most people who have friends and a life usually dont spend that time at home unless its a depressing rainy day. Or if they are acrually in a gaming party mood, aka they wantvto play AA games because they are actually desirable and FUN. Where as with indie and mobile youll never see normal people spend a real "gaming party" on their phones playing flappy bird. People who resort to moble are BORED and refuse be IDLE. Just because they are fullfilling their 5 five minutes with what would have otherise would be staring at the wall, doesnt mean they are having literal heaps of fun. It just means they are not in a position to be capable of doing anything else with time.There are "pretty" games on mobiles too, like Infinity Blade and other UE3 games. And yet people played FlappyBird more. And not necessarily because it was free, but because it was addictive. Believe it or not but many people like frustrating (i.e. hard) games and beating them becomes almost an addiction. That is actually the appeal for most indie games. Bullet hell games were very popular historically and some indie remakes now have made them popular now. And they are more popular on mobile games just because their hard, and yet don't require a million things to do. On a phone the mechanics MUST be simple, purely because of the input method. So if you asked a person to buy a AAA game on a mobile phone, most people wouldn't, because it will frustrating, but for the wrong reason. Another reason why flappy bird was popular was just because people found it. Pewdiepie played it and then millions of people knew the game. Problem for most indie games is not that their bad, but that most people will not play ALL of them. And so they need a way to see if it's a good one or not. So they rely on youtubes, reviews and so on. The game itself was not complicated in its mechanics and there were actually games like that before. But this game was highlighted by people who have "media power" if you will, which makes people try it out. And many people liked it.
But the discussion is not actually about mobile games, but indie games on PC, so the whole point is quite mute.
266
Off-Topic / Re: GM8 usable with LGM...
« on: January 29, 2015, 08:01:41 am »
Some things like execute_string() will probably not happen in ENIGMA ever (although I really want a runtime scripting language in ENIGMA). Other things mostly work. Even shaders from GM:S are in 95% cases (from my tests) compatible with ENIGMA. The changes most people have to make for their GM projects to work in ENIGMA is changing code like this:
Code: (edl) [Select]
if (collision_point(....)){
//Code here if collision
}
to this:Code: (edl) [Select]
if (collision_point(....) != noone){
//Code here if collision
}
The reason for this is that in GM every negative number if false, and any positive is true. In ENIGMA, because we use C++, any non-zero number is true (including negative) and only zero is false. Collision functions return noone (which is actually the number -4) if no collision was detected and in GM -4 = false. In ENIGMA -4 = true, so the code inside the collision would run even if no collision was detected. So you have to explicitly test for noone. There can be other small differences, like ENIGMA not rounding numbers, so instead of 0 you sometimes get 0.00000000000000000000000000001 or something. That also comes from C++ and how floating point numbers are handled in it.
267
Issues Help Desk / Re: [solved] Problem when running game
« on: January 28, 2015, 02:20:05 pm »
You changed from what to what? We still need to find out what caused this problem. At least post your PC specs to see if it's just a problem with a bad GPU. Even so, GL1 should run on all PC's, and GL1 is the default setting.
268
Issues Help Desk / Re: Problem when running game
« on: January 28, 2015, 12:30:00 pm »
I runs just fine on my PC.
But my version of ENIGMA can be different. You can also try changing the graphics system to something else (like GL3 or DX9) in ENIGMA settings (accessed from LGM). I would really like if you could try debugging like I showed with GDB. First run the game in Debug mode (the bug icon in LGM next to Run), then use cmd and gdb like I posted. If you type "gdb" in comand promt and it shows that gdb is missing, then you will have to go to the place where you installed ENIGMA and find mingw folder. For example, mine is "C:\ENIGMA_InstallZip\mingw32\bin". Go to that folder with "cd" like "cd C:\ENIGMA_InstallZip\mingw32\bin" and then type "gdb C:/Users/Deus/AppData/Local/Temp/egm78556462182461419.exe" where the last part is the .exe that LGM made (it prints out in the little window). And the rest like I showed. This will pretty undoubtedly show you and us what the problem is.
But my version of ENIGMA can be different. You can also try changing the graphics system to something else (like GL3 or DX9) in ENIGMA settings (accessed from LGM). I would really like if you could try debugging like I showed with GDB. First run the game in Debug mode (the bug icon in LGM next to Run), then use cmd and gdb like I posted. If you type "gdb" in comand promt and it shows that gdb is missing, then you will have to go to the place where you installed ENIGMA and find mingw folder. For example, mine is "C:\ENIGMA_InstallZip\mingw32\bin". Go to that folder with "cd" like "cd C:\ENIGMA_InstallZip\mingw32\bin" and then type "gdb C:/Users/Deus/AppData/Local/Temp/egm78556462182461419.exe" where the last part is the .exe that LGM made (it prints out in the little window). And the rest like I showed. This will pretty undoubtedly show you and us what the problem is.
269
Issues Help Desk / Re: 2bugs:2 sprites with same name/indexed imgs
« on: January 28, 2015, 11:41:34 am »
Which version of ENIGMA are you using? Is it the one from this site (portable zip) or is it from github? Newest version has problems with egm which no one has had the type to fix. I think a version like that shouldn't even be available to the public, but it's not my call to make. So for now you shouldn't use .egm project file. Use gmx or gmk.
You mean sprites saved in GM sprite format (gmspr or whatever it was called, which, btw, cannot be exported by LGM) doesn't load in ENIGMA? It's possible. ENIGMA at runtime allows to load these formats: bmp, png and gif. You can post an example for us to look at.
You mean sprites saved in GM sprite format (gmspr or whatever it was called, which, btw, cannot be exported by LGM) doesn't load in ENIGMA? It's possible. ENIGMA at runtime allows to load these formats: bmp, png and gif. You can post an example for us to look at.
270
Issues Help Desk / Re: Problem when running game
« on: January 28, 2015, 11:38:26 am »
Can you send us the exe then? It's pretty impossible to test a bug like that, as none of us can replicate it. I run ENIGMA just fine. What you can also try is open command line (cmd in run), go to the folder where the .exe is and type "gdb EGM2337738558666129258.exe", the "run". When it crashes you type "bt" and post all the info from the command line here.
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