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Messages - Goombert

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1
The main manifest, the part that has your actual "ProjectName.gmx" where the directory structure is stored. Just edit it with notepad and readd the entry for the resource. As soon as you see the file you'll see what I mean.

2
This is funny that this post is here because for various reasons I was just looking at the GMX format the other day and noticed the exact same thing in Studio, completely ignoring LGM. Yes, this is also a GameMaker feature, and I would, as the others described, rather it this way than for people to accidentally lose assets permanently. LGM could add a checkbox to "Delete this resource from the file system" as well like you have in Eclipse and other IDEs. But really to me it's not worth my effort to update anything. I personally hate checkboxes on message boxes such as "Never show this message again" because I almost always am in too much of a hurry to know if I might forget what it's telling me. Best UI design principle is to really just keep your interface simple, and that's what LGM has. It's not really going to cause any problems as the undeleted resources usually don't take up too much space. Another idea too would be to add a cleanup button to LGM that would do this, similar to the defrag ids button.

3
Issues Help Desk / Re: Missing Cursor
« on: December 03, 2017, 03:23:04 PM »
I suppose that's fair Solitudinal, but hehe it was a younger Josh who wrote JoshEdit, so he was a bit naive.

And yeah the scanner problem I have myself too with Java 9, I didn't end up discovering a fix for it yet because of what I'm working on. I don't think there is a fix except to remove that code from LGM because the problem seems to be Project Jigsaw. With the Java 9 modularization they are hiding the internal APIs that were never supposed to be accessed. But the thing is, tons of programs, like LGM, were accessing them for various reasons.

4
Issues Help Desk / Re: Missing Cursor
« on: November 30, 2017, 10:51:04 AM »
Hi johnno56, it's honestly a glitch in the Java Swing GUI framework and with our custom code editor. Swing is one of the buggiest damn UI frameworks there is. What I have been working on for some time will be a permanent fix to this cursor problem. All I can say for now is to stay tuned and watch for updates.

5
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: October 08, 2017, 12:23:45 AM »
Sorry for not getting back to you quicker on this. I just have so much going on, but the past week we've spent working really hard to get continuous integration working:
https://github.com/enigma-dev/enigma-dev#enigma--

This is going to be so much better for ENIGMA because it tests all graphics systems (OpenGL & Direct3D) and Windows and Linux as well as all extensions and such in a huge build matrix. Every pull request must pass the CI tests now before they get merged. Anyway, this should mean the graphics systems will break less in the future. It's already done, no more work to do on that, the CI services are running right now.

I and the others who worked on the GL3 system are also aware of the limitations you've mentioned. I was hoping to redo all of this soon and delete a ton of duplicate code from the graphics systems with these new improvements. Bypassing the model struct for now should be absolutely fine but hopefully I can get the vertex buffers actually done in all of the systems soon and remake the model class on top of that.

6
Third Party / Re: DnD to GML utility
« on: September 29, 2017, 02:19:10 AM »
Very much agreed, much in the same way that building a GUI application in Swing is not the same as tailoring it, for example, specifically to Windows by building it with native Win32.

7
Programming Help / Re: GTK WIDGETS
« on: September 29, 2017, 02:12:23 AM »
Sorry about that, we're trying to fix up our Travis Continuous Integration 100% so that it will actually tell us when a pull request on GitHub breaks the engine:
https://github.com/enigma-dev/enigma-dev/pull/1077

I've actually made a number of changes to the GTK system that should improve how it finds the headers on Linux. You should probably take a look at that which is going to be merged tomorrow.

What platform are you trying to use gtk from? This should fix Linux, but for Windows, you'll want to download the GTK headers manually and then stick them in:
Code: [Select]
ENIGMA\enigma-dev\ENIGMAsystem\Additional\i686-w64-mingw32\include
Edit: Oh sorry, I didn't know you were asking about the GUI extension, TheExDeus wrote that and it may only work if you change the graphics system to OpenGL 3.3, I'm not exactly sure as I never tested it myself.

8
Programming Help / Re: GTK WIDGETS
« on: September 25, 2017, 12:31:46 PM »
You would need to use your package manager to get the gtk headers. But it's not really worth it at this point because I couldn't even get it to build. The whole GTK thing needs rewritten.

9
Third Party / Re: DnD to GML utility
« on: September 24, 2017, 01:12:11 PM »
Yes, absolutely, just to clarify I meant doing it for one single action is useless. It's more useful with bulk actions. But I also concur with the rest of you, D&D really didn't teach me anything. I went almost straight to learning how to code back in GM6/7 days. One thing I've stated before that many people seem to agree with is the lack of keyboard accessibility for D&D. I would find D&D more useful if I could start typing the actions name instead of having to dig for it from a panel. It may sound like it defeats the purpose of D&D, but it really doesn't, it's complementary. The advantage of having a checkbox or other GUI element to set a variable is it decreases the chances of you making typos like "faalse" or "tre" when you mean false/true.

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Third Party / Re: DnD to GML utility
« on: September 21, 2017, 07:05:12 PM »
I had considered putting this functionality into ActionMaker, but decided against it because I felt that it was pretty useless for just a single action. It's really a very distinct use case from creating the libraries themselves. I also wanted to add this to LateralGM at some point, since the code is actually already there in the ENIGMA plugin, but never got around to it.

11
Off-Topic / Re: Developing Games
« on: September 20, 2017, 12:59:49 PM »
Quote from: HitCoder
I've heard that iOS and Mac OS are the same OS
They are in the same sense that Ubuntu and Arch are the same OS. They use the same kernel (which is what Linux is) that is based on Mach which was itself developed at Carnegie Mellon University.
https://en.wikipedia.org/wiki/Mach_(kernel%29

Quote from: hpg678
most successful way to make money
Yes, basically what I was trying to convey.

I am getting sick of using these abominations of shells though like cygwin, msys, git bash for windows, command prompt, and powershell are all terrible. This is one of the biggest pains of developing on and for Windows. It's part of the reason why Linux people have so much better success installing ENIGMA.

Take this issue I had to fix earlier while writing a Python server script:
https://stackoverflow.com/questions/32597209/python-not-working-in-the-command-line-of-git-bash

Quote from: hpg678
flooding the Windows market
You know, that's an interesting perspective, I never would have considered the over-saturation of software on Windows to be a potentially bad thing, but you may be right.

12
Off-Topic / Re: Developing Games
« on: September 19, 2017, 02:26:12 PM »
For me, it's honestly Windows and HTML5. It makes sense why YoYoGames focused on those platforms first because it's where everybody is mostly at. That may someday change, but until then it's only practical. I love open source and Linux too, it's really great at a lot of things, but Windows has its clear advantages.

If there wasn't something like GameMaker, I would honestly probably just write HTML5 games manually without any toolkit. Heck they run everywhere and I am skilled enough to produce most of the games I would be interested in making, the desktop provides nothing special. JavaScript is also dynamically typed with many features similar, and better in some cases, to GML.

13
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 16, 2017, 04:26:04 PM »
Yes, the multi-textured terrain I started:
http://enigma-dev.org/forums/index.php?topic=1495.0

Look at TheExDeus's though, his is probably more correct than mine. What I am working on will be related to improving the shaders approach in ENIGMA, so I must focus on that.

14
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 15, 2017, 12:34:49 PM »
Yes, but I think you have it backwards, this post over on the OpenGL forums suggests that in and out actually replace varying, meaning varying is the one that's deprecated:
https://www.opengl.org/discussion_boards/showthread.php/174424-varying-in-out

The Wiki also says varying is removed:
https://www.khronos.org/opengl/wiki/Type_Qualifier_(GLSL)#Removed_qualifiers

Forgive me, it's been a while since I've worked with GLSL, been doing a lot of UI and higher-level things lately.

15
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 14, 2017, 02:15:08 PM »
No you can use shaders in OpenGL1, just not all kinds of shaders and not all shader functions. Well technically you can use them and they won't fail on your computer because I don't think we are setting the context to actually use a specific core, but it will just fail if you release the game and somebody else's computer only supports OpenGL1. You probably don't need to worry about that though because Windows XP is almost dead (hard to kill, but it's almost there). SFML or SDL or something (I forget) is only OpenGL2 but it still has vertex and fragment shaders too.

https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)#OpenGL_and_GLSL_versions

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