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1411
Developing ENIGMA / Re: Font Half-pixel Alignment
« on: May 20, 2014, 01:46:11 am »
What? No I think you are not understanding, the top "Hello, world!" was drawn at a half-pixel and is visibly blurry, the bottom one is not.
1412
Developing ENIGMA / Re: Font Half-pixel Alignment
« on: May 19, 2014, 10:02:58 pm »
On a funny side note, the latest version of Studio 1.3.1344 just released also has buggy pixel alignment.
1413
Issues Help Desk / Re: LGM is extremely unstable and can be a pain in the arsehole ! :)
« on: May 19, 2014, 09:50:57 pm »
It's definitely not LGM, that's ENIGMA, run the latest LGM without the plugin and it won't crash, I guarantee it.
1414
Issues Help Desk / Re: LGM is extremely unstable practically unworkable now!
« on: May 19, 2014, 09:45:37 pm »
Try tweaking settings.ini
idecommand="java -jar -Xms256m -Xmx1000m"
256m is reserved on startup for LGM, and the max it can go is 1000m. I really don't see how you could have exceeded that.
idecommand="java -jar -Xms256m -Xmx1000m"
256m is reserved on startup for LGM, and the max it can go is 1000m. I really don't see how you could have exceeded that.
1415
Developing ENIGMA / Font Fractional Metrics
« on: May 19, 2014, 06:43:23 pm »
Well, after rigorous testing I have learned a lot of things about half-pixel alignment between Direct3D and OpenGL.
* You can not half-pixel align in the view or the bottom and right edges will be empty on the screen, or do similar for surfaces.
* You must add not subtract the pixel alignment in the projection function, if you subtract you'll get a similar issue to views.
* 0.25 appears to work the best in all cases, 0.5 may be driver/graphics card dependent
* OpenGL can not do a full half-pixel alignment (0.5) or games with repeating/scrolling backgrounds will skip and have a 1px gap sometimes between them.
* OpenGL and Direct3D pixel align differently, for instance, 0.25 is used in both systems, but when rendering text, you'll notice OpenGL has a space between lowercase 'r' and 't' whereas Direct3D does not, and Direct3D has a space between uppercase 'T' and 'Y' where OpenGL does not. One solution to this is to round up the glyph sizes in the font struct initialization.
NOTE: I used GM8 not 8.1, regardless of what the caption says, which did not have anti-aliasing options and by default used interpolation to render the font. And in ENIGMA I had the anti-aliasing disabled.
You can see GM8.0 renders the same as our Direct3D 9 system except it has interpolation because there were no aliasing options and it is turned off in ENIGMA. I used this code to test.
However, we still have the issue of the last bullet there. Because of font characters having fractional dimensions, they can still very easily become malaligned. The only solution I have thought of is to round up their dimensions, or else we need to find a way to truly fix half-pixel alignment.
Upon investigating the plugin I discovered that IsmAvatar has disabed fractional font metrics, which means subpixel accuracy. Or in other words the metrics should already be integer spaced.
http://docs.oracle.com/javase/7/docs/api/java/awt/RenderingHints.html#KEY_FRACTIONALMETRICS
https://github.com/enigma-dev/lgmplugin/blob/master/org/enigma/EnigmaWriter.java#L687
* You can not half-pixel align in the view or the bottom and right edges will be empty on the screen, or do similar for surfaces.
* You must add not subtract the pixel alignment in the projection function, if you subtract you'll get a similar issue to views.
* 0.25 appears to work the best in all cases, 0.5 may be driver/graphics card dependent
* OpenGL can not do a full half-pixel alignment (0.5) or games with repeating/scrolling backgrounds will skip and have a 1px gap sometimes between them.
* OpenGL and Direct3D pixel align differently, for instance, 0.25 is used in both systems, but when rendering text, you'll notice OpenGL has a space between lowercase 'r' and 't' whereas Direct3D does not, and Direct3D has a space between uppercase 'T' and 'Y' where OpenGL does not. One solution to this is to round up the glyph sizes in the font struct initialization.
NOTE: I used GM8 not 8.1, regardless of what the caption says, which did not have anti-aliasing options and by default used interpolation to render the font. And in ENIGMA I had the anti-aliasing disabled.
You can see GM8.0 renders the same as our Direct3D 9 system except it has interpolation because there were no aliasing options and it is turned off in ENIGMA. I used this code to test.
Code: (EDL) [Select]
draw_set_font(font0);
draw_set_color(c_black);
draw_text(0,0,"01234567890!@#$%^&*()_+-={}[]:;|\?/>.<,
QWERTYUIOPASDFGHJKLZXCVBNM
qwertyuiopasdfghjklzxcvbnm");
However, we still have the issue of the last bullet there. Because of font characters having fractional dimensions, they can still very easily become malaligned. The only solution I have thought of is to round up their dimensions, or else we need to find a way to truly fix half-pixel alignment.
Upon investigating the plugin I discovered that IsmAvatar has disabed fractional font metrics, which means subpixel accuracy. Or in other words the metrics should already be integer spaced.
http://docs.oracle.com/javase/7/docs/api/java/awt/RenderingHints.html#KEY_FRACTIONALMETRICS
https://github.com/enigma-dev/lgmplugin/blob/master/org/enigma/EnigmaWriter.java#L687
1416
General ENIGMA / Re: Inheritance Fixes
« on: May 19, 2014, 11:59:03 am »
No, that's not normal, and I know exactly what is causing it, I'll have to inform Josh.
1417
Issues Help Desk / Re: Problems with multiple views
« on: May 19, 2014, 11:49:54 am »
Probably something to do with not flipping the backbuffer, most likely an easy fix.
1418
Issues Help Desk / Re: draw_rectangle_color is not working correctly
« on: May 19, 2014, 11:47:41 am »
Luckily I still have time to do some minor fixes.
https://github.com/enigma-dev/enigma-dev/pull/724
You can update through git or download the new Portable ZIP.
http://enigma-dev.org/docs/Wiki/Install:Windows
Edit: I also encountered another issue with gradients, they are different than GM8.1 and I fixed them in the following pull request.
https://github.com/enigma-dev/enigma-dev/pull/726
https://github.com/enigma-dev/enigma-dev/pull/724
You can update through git or download the new Portable ZIP.
http://enigma-dev.org/docs/Wiki/Install:Windows
Edit: I also encountered another issue with gradients, they are different than GM8.1 and I fixed them in the following pull request.
https://github.com/enigma-dev/enigma-dev/pull/726
1419
Off-Topic / Re: Seeya in a few months!
« on: May 17, 2014, 12:21:49 am »
Where the fuck are you going TKG?
1420
Programming Help / Re: Instance Creation Codes
« on: May 14, 2014, 01:44:20 pm »
Yes Harri, you are correct, but Studio also does it backwards like we do for the same reason, I think.
1421
Programming Help / Re: Instance Creation Codes
« on: May 13, 2014, 10:35:16 pm »
I'm pretty sure that is correct, you may have Instance Create and Create backwards.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Universal_System/roomsystem.cpp#L168
So Create->Instance Create->Game Start->Room Create->Room Start
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Universal_System/roomsystem.cpp#L168
So Create->Instance Create->Game Start->Room Create->Room Start
1422
Works in Progress / Re: PIT²
« on: May 12, 2014, 07:53:30 pm »
I like GIMP but I can't break myself from using Paint.NET :/ Even though PDN is pretty laggy.
1423
Works in Progress / Re: God of Man
« on: May 12, 2014, 07:47:50 pm »
Whoops sorry, I moved the file, anyway, it's like a puzzle game, it's just like the game I based it off of.
Here is the inspiration.
http://www.gamemakergames.com/archive/age-of-man
Here is where I reviewed it in Markup Magazine Issue #9 Page 30 whenever I was a little tike.
https://archive.org/details/GmkingsMarkupMagazine-Issue9
Here is the inspiration.
http://www.gamemakergames.com/archive/age-of-man
Here is where I reviewed it in Markup Magazine Issue #9 Page 30 whenever I was a little tike.
https://archive.org/details/GmkingsMarkupMagazine-Issue9
1424
General ENIGMA / Re: EDC Partially Fixed
« on: May 12, 2014, 07:36:22 pm »
Seriously guys? It's on the main nav bar, its where you post games at, well you can't now because Josh started recoding it and you can't post atm.
Anyway, it appears the original issues were the result of us being hacked, the text form of the following image was being returned by all of the EDC functions.
Anyway, it appears the original issues were the result of us being hacked, the text form of the following image was being returned by all of the EDC functions.
1425
General ENIGMA / EDC Partially Fixed
« on: May 12, 2014, 12:02:24 am »
Since Josh won't make a post I will, after enough complaining from all of us and then me mocking him for a period of time he finally somewhat fixed the EDC. The download buttons now work again without a million errors showing up, however submitting games is still broke. I would appreciate if you would all continue to bitch and complain about it until he gets it fully finished.
Posting blogs should still be working just fine and dandy as well.
http://enigma-dev.org/edc/
Posting blogs should still be working just fine and dandy as well.
http://enigma-dev.org/edc/
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