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General ENIGMA / Re: Default Font Glyph
« on: August 07, 2013, 04:01:24 am »
btw everyone, ssss is canthelp on the IRC, he is building a Command Line Interface for ENIGM'R
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Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 06, 2013, 10:06:28 pm »Quote
d3d_set_projection(x,y,z, x,y,z+1, 0,0,1)Why would you use that? Just use the perspective function....
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General ENIGMA / Re: DirectSound and XAudio
« on: August 06, 2013, 09:58:01 pm »
Ok I figured that, ya I already wrote it so we'll just keep it for those few people. However I need a flag passed to sound_add_from_buffer for what type the sound is so I know whether or not to allocate a 3D or regular sound buffer for the 3D cone functions. Also just due to the general shittyness of DSound it won't be able to do audio emitters or any of the new advanced audio functions, just the traditional ones for compatibility.
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General ENIGMA / Re: Default Font Glyph
« on: August 06, 2013, 09:35:19 pm »
Well I don't know, I just thought maybe you hadn't given that some thought in a while Josh, because it seems like something you would traditionally be against. But I kinda get now why it is the way that it is. I just don't like ENIGMA having to rely on Java. How big are font files anyway? I think we could pack quite a few of them in at a small size if we really wanted couldn't we?
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General ENIGMA / Default Font Glyph
« on: August 06, 2013, 04:24:15 pm »
Some of you may not be aware as you have not much interaction with the plugin to LateralGM. canthelp discovered that the default font is rendered inside the plugin using Java AWT, you see ENIGMA uses sprite fonts, like every other game engine including Game Maker. So for there to be a default one, the plugin takes the default Java font and renders it and passes the glyphs over to ENIGMA. This is very dumb, this is done every time you compile, not that slow, but is part of the reason why compile is slow. It should be done internally by ENIGMA, otherwise ENIGMA basically depends on Java or something else to render that default font. canthelp discovered it when building the CLI that he could not call draw_text when he had no font resources. We should include a default sprite font with ENIGMA, what do you think Josh?
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Issues Help Desk / Re: Unable to load library 'compileEGMf'
« on: August 06, 2013, 04:19:38 pm »Quote
Yes, i have installed a 32-Bit Java Version in Windows.It should run under 32bit yes, we use the MinGW64 compiler which includes the old MinGW32. I am fairly certain it is something to do with your MinGW installation, as polygonz has already asked, did you install MinGW separately? If so that will not work with the Windows ZIP installer.
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It will probably break in the next few days anyway, as none of our current systems work that well over time.Don't be so dramatic Harri, I for one think we have been making great progress the last week or two.
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I think the problem some people still have is with that hack cheeseboy did to set the env path.That installer should not be modifying the Windows environment variables, it should be using the registry.
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Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 06, 2013, 03:26:04 pm »
Ohhh no you silly goose, you don't need those projection commands for what you are doing, just use d3d_set_projection_perspective, it will give a 2D view except have a 3D FOV.
2573
General ENIGMA / DirectSound and XAudio
« on: August 06, 2013, 02:27:49 pm »
Well I got DirectSound all written up here and working, but I feel like just trashing it. All it provides is those old deprecated sound_effect functions and 3D sounds. But fundies has alerted me to the fact that I actually can compile XAudio 2 with MinGW32 for Windows XP through Windows 8 and even Xbox 360. So I am thinking we just leave this DirectSound stuff deprecated and I trash DSound in favor of XAudio. What do you guys think?
Edit: If it is ok for me to go ahead and deprecate the shit completely, I am going to update LateralGM to remove the effects checkboxes as well.
Edit: If it is ok for me to go ahead and deprecate the shit completely, I am going to update LateralGM to remove the effects checkboxes as well.
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Issues Help Desk / Re: Unable to load library 'compileEGMf'
« on: August 05, 2013, 03:27:36 pm »
Wait, are you trying to use the Windows ZIP installer on Linux? That don't work.
But on Linux it is not lgm16b4.jar it is lateralgm.jar, the zip installer on windows does not have the updated version so you just simply overwrite lgm16b4.jar with the lateralgm.jar
And yes, it is simply, you don't have GCC installed
Follow these instructions...
http://enigma-dev.org/docs/Wiki/Install:Git
But on Linux it is not lgm16b4.jar it is lateralgm.jar, the zip installer on windows does not have the updated version so you just simply overwrite lgm16b4.jar with the lateralgm.jar
And yes, it is simply, you don't have GCC installed
Follow these instructions...
http://enigma-dev.org/docs/Wiki/Install:Git
2575
Announcements / Re: DirectX 9 Implemented and Working! <Functions Can Now Be Written>
« on: August 05, 2013, 08:33:28 am »Quote
Ahem, but can we release our games as closed source without breaking the GLP?You will have to ask Josh about that.
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Seems like this topic shows up a lot recently... Any news?I almost got texture binding fixed on models, I am working out a few kinks right now. I don't update this topic other than to update the status of implemented features in the original post.
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Issues Help Desk / Re: Unable to load library 'compileEGMf'
« on: August 05, 2013, 08:31:31 am »
How did you attempt to launch ENIGMA, you did double click enigma.exe from the extracted zip right? You can't run it from a terminal with that installer.
2577
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 06:55:38 am »Quote
Maybe Robert can as he likes 3D stuff.Sure, if he doesn't want it for lighting and just occlusion like in his screen, but if he needs perpixel lighting like in your animation, I need hold off and do some other things and then shaders.
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That screenshot is from a quite popular rogue style game Teleglitch. And there is rarely a "right way" to do anything. If you can get the same performance otherwise (like in this case just using geometry), then it is the right way as well.Agreed, but if you want it like you say for lighting, that still requires a perpixel fragment shader unless you want to bump up the geometry.
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General ENIGMA / Re: ENIGMA for classroom?
« on: August 05, 2013, 04:42:11 am »
Which of one of those examples exactly was it that broke? There are several in there, and there might be a few that I did not get working exactly correctly. Also any graphical anomalies with Game Maker games in OpenGL is being resolved with our new DX graphics system.
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Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 02:36:47 am »
My suggestion is to take a look at this example...
http://enigma-dev.org/edc/games.php?game=28
Provided it has not been broken recently XD
And whatever the hell you are making, it looks cool. The right way to do it though is using shaders, which are not quite completed yet.
http://enigma-dev.org/edc/games.php?game=28
Provided it has not been broken recently XD
And whatever the hell you are making, it looks cool. The right way to do it though is using shaders, which are not quite completed yet.
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General ENIGMA / Re: ENIGMA for classroom?
« on: August 04, 2013, 10:41:39 pm »Quote
1. Is it OK to use it in the classroom?Yes our licensing even provides an exception for you to commercially sell your games made with the program. Although we have not quite yet finished with this exemption, so we have not finalized it yet. For more information...
http://enigma-dev.org/docs/Wiki/License
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2. Is it stable enough for basic usage, for 2D games?I would say so for novices, we just have a few quarks like event inheritance not finished yet, but usually novices won't jump right into learning that. But we already have several games that work in ENIGMA...
http://enigma-dev.org/edc/games.php?action=list
A few tutorials on our Wiki as well...
http://enigma-dev.org/docs/Wiki/Tutorials:Official
We have also made installation very easy in that you simply need to extract a zip folder and can launch the software, to uninstall you simply delete the folder that was extracted. It is portable enough to be taken around with you on a flash drive.
We can also assist you further if you have any trouble with installation or usage.
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