Ideka
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Reply #15 Posted on: March 06, 2013, 09:40:27 pm |
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Joined: Apr 2011
Posts: 85
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Looking good. Plus there are just soo many cool things, like not having restriction on project hierarchies, eg. you can place a background, sound, and object all in the same folder. I'm sorry, but how is that cool? Frankly I can't think of a situation in which it would be a good idea.
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Goombert
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Reply #16 Posted on: March 06, 2013, 10:36:09 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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As far as the icon goes you guys, I am debating keeping the enigma logo as the actual icon, it just fits much better, but wxENIGMA does need a logo of it's own which the one I've picked is fine but is needed to distinguish it from LGM, as well as wxDavinci, which is not started yet but I might as well get it out there too. wxDavinci is going to be the cross platform image editor that I will be the lead programmer of, and it is going to be designed to be extensible through plugins that can add post processing effects and other cool image effects and tools onto the basic ones we provide, it is also going to be designed with the subframe image editing directly inside of it as well as MDI and tab control, allowing you to never actually have to leave the image editor to eg. work on another image, or switch subframes of a sprite.
It is going to be it's own program because we anticipate it to become quite popular due to the lack of Windows Paint style image editors on Linux or open source in general. This will also allow us to go back and integrate it with LateralGM providing both programs with image editing capabilites, as well as advanced post processing effects through the use of wxDavinci plugins.
@ExDeus Now as far as an estimated time of arrival I am not quite sure.... There are a number of things to be done yet, such as... 1) Implement EGM Compression/Decompression 2) Rewrite all the old file imports some of you suggested to me to have Ism just break hers apart from java, but I am quite certain that after looking at how it's done in LGM I will be able to make a much more optimized and quicker version myself in C++, which again will ensure it continues to get maintained, not many programmers like Java, eg. myself included 3) Develop all the resource editors as modular components to the IDE
Id say by about the end of this month you should expect a version which can at the very least create an EGM or .project xml and then import a compressed EGM. As I said before loading/saving in the new IDE is only done in either .project or uncompressed EGM, in order to get old projects into wxENIGMA you will need to create a new wxENIGMA project in the aforementioned formats, and then import everything from your old project files. But for not we will have importing/exporting for all the GM resource files, global backups, GMK's etc. We just need to distinguish Enigma Projects from Game Maker projects that is all, because they are not the same, and really nobody would want them to be.
@Ideka how can you not see that as a good idea? now you will be able to actually include models, dll's and other so's, and any file you want inside the hierarchy. Otherwise we would have too many top level directories in order to cover all the resource types. Not to mention we need to add shader resources, polygon vector shapes, material surfaces which bind textures and shaders, model animaitons, etc. etc. or none of that can be achieved. Like I said though it will remain and optional feature. Also probably a good time for me to mention sprite previews on object resources is either going to be optional or not included at all.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Ideka
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Reply #17 Posted on: March 07, 2013, 07:58:45 pm |
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Joined: Apr 2011
Posts: 85
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@Ideka how can you not see that as a good idea? now you will be able to actually include models, dll's and other so's, and any file you want inside the hierarchy. Otherwise we would have too many top level directories in order to cover all the resource types. Not to mention we need to add shader resources, polygon vector shapes, material surfaces which bind textures and shaders, model animaitons, etc. etc. or none of that can be achieved. Like I said though it will remain and optional feature. Also probably a good time for me to mention sprite previews on object resources is either going to be optional or not included at all.
I only meant stuff like placing "a background, sound, and object all in the same folder"...
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Goombert
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Reply #18 Posted on: March 08, 2013, 05:16:57 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Well irregardless its a must, but anyway I agree with you guys, the SVG rocket better represents the development environment as a whole, so it can be used for representing ENIGMA in HD quality from now on, and the old logo will continue to represent the underlying engine and compiler as well as project files, and the space shuttle will represent the development suite as a whole.
Now the new logo I have for wxENIGMA is going to be an atom with the ENIGMA engine logo as the nucleuse, I am still working on it though.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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forthevin
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Reply #19 Posted on: March 10, 2013, 01:07:41 pm |
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Joined: Jun 2012
Posts: 167
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Working on both an IDE as well as an image editor seems very ambitious, but I believe that is ok, since we already have a working IDE, which means that we will not be stuck in the meantime without an IDE while wxENIGMA is developed. In regards to version control systems, I know that git have some support for working with the zip format (see http://tante.cc/2010/06/23/managing-zip-based-file-formats-in-git/), though I have not tried it myself. So given that the zipped EGMs are based on folders and text internally, zipped EGMs could be used in version control, as long as the IDE still reacts to changes in the zipped EGM. In regards to the logos: Given that ENIGMA can be used with both LateralGM and wxENIGMA, and LateralGM can also be used separately from ENIGMA to edit GM sources, I think it would be difficult to clearly determine what is and what is not a part of the whole development environment. LateralGM is not necessarily a part of the core, even though it can be used with it, since it can also be used separately from ENIGMA. So I don't think that it would make sense to either exclude it or include it when determining what is part of the whole development environment. And assuming I am right about this, the definition of the whole development environment will therefore be fuzzy. And having a logo for the whole development environment would therefore not be very useful. I think the atomic logo is nice, although I think each ring should have its own particle :- ).
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Goombert
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Reply #20 Posted on: March 10, 2013, 10:14:52 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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No I haven't even started the image editor forthevin, the goal for now is getting the IDE as solid as possible first. I already have it linking and parsing definitions, the base structure of everything is pretty much lined out, it even compiles, though just an empty game. I am in the process right now of laying out the resource structure then I will be start immediately on the EGM format. But keep in mind this is how I am laying it out, Load/Save (xml .egp, or uncompressed .egm), then Import/Export(GMK, GM81, Compressed EGM, etc). So actual projects loaded in wxENIGMA have to be uncompressed, you must start a new project then import compressed EGM's into it, there has to be a clear distinction between this. Just don't worry about the image editor for now, my goal is just to have a standard compliant alternative to LGM for now. Then I will begin the image editor so that both LGM and wxENIGMA have one. But thanks for your comment about the logo, I'm new to vector graphics, but I'll try it with atoms on each ring, I was thinking that myself, and it loosk really good as an Icon too But as far as the rocket logo, it's just something we can throw around that looks cool to represent ENIGMA, for now I am going to place it on the Wiki, so they it has something other than that gray logo, might actually just use it for the Wiki and the Wiki only, idk. Also forthevin, if you don't mind me asking, since me and Josh are kind of having a debate, what are your thoughts on Intellisense style syntax checking like Visual Studio does? I am in favor of it, but Josh does not like that it throws bullshit errors, which makes sense, but I disagree as it really only affects opening/closing brackets, and I think it's good for understand the scope of an error. It just makes more logical sense to me...
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« Last Edit: March 10, 2013, 10:17:12 pm by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Josh @ Dreamland
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Reply #22 Posted on: March 11, 2013, 12:44:03 pm |
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Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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He's talking about where the compiler fills the console with bullshit errors after the first syntax error makes it impossible to decipher the rest of the code.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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polygone
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Reply #23 Posted on: March 11, 2013, 01:44:56 pm |
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Location: England Joined: Mar 2009
Posts: 794
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Yes, Intellisense sucks. Just warn on errors when a form is closed, that way any syntax errors are always going to be brought to the users attention.
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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Goombert
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Reply #24 Posted on: March 12, 2013, 05:46:42 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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IntelliSense is a non-argument. Seriously, it just allows it to show all the errors in can so you don't have to recompile, but either way it will be optional. Some people like it, like me, some people dont, were just gonna have different aspects of it all as settings, but the system in general will be referred to as Intellisense. That encompasses syntax checking that can show multiple errors, code completion, function definition querying, etc.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Josh @ Dreamland
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Reply #25 Posted on: March 12, 2013, 08:47:08 am |
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Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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And what is wrong with continual syntax checking that makes intellisense so much better?
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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Goombert
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Reply #26 Posted on: March 13, 2013, 03:11:00 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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It's "intellisense" not "IntelliSense", its just a term in corporating all those coding features.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #29 Posted on: March 15, 2013, 09:18:12 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Well right now all I am really trying to do is getting it loading games and compiling all these little preferences are miniscule in the scope of what I am trying to accomplish first. Have any of you even noticed I added bilinear/trilinear texture filtering and anisotropic filtering? If you haven't noticed on the toolbar in the new IDE there are a couple of new buttons, one being for models, the second for material surfaces like Unity3D. I am going to allow you to create a material surface resource and you pick what backgrounds/sprites to use as textures then you can set the texture filtering, you can apply multiple textures for multitexturing, you can add bumpmaps to the material, etc. Then you just use these materials to draw with. This will allow us to make it so you can directly import models and things from like Blender or whatever your favorite modeling program is, and read the material surface right in, so their won't need to be any pain the ass custom converters like there are for game maker.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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