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16
Off-Topic / Re: Let's discuss videogames
« on: May 21, 2014, 09:28:20 pm »I'd hate to think of a reason why I should stop spending thousands of $ on system upgrades lol !
Gaming isn't the only reason to purchase expensive computer upgrades, you know.
So, @Deus (or Harri, do you mind me calling you like that?). For the first time in a big, BIG while, someone has made a pretty solid point about why are modern games -mostly- not as good as old ones (yours is mainly about difficulty, but I like how you put it
). Most people tend to simply go around and yell OLDGAMESAREBETTERBECAUSETHEYARENOTALLABOUTGRAPHICS RAWR RAWR RAWR.
But my point was, that there are few games that really stand out in every era. There are good and GREAT games around, but I bet most of them are simply not easily spotted. Steam is not an universal game database, and you know that as well.
AND YET...

By the way, have any of you ever heard of DEMONOPHOBIA? It's a bizarre survival horror made by a japanese indie guy.
Which is the creepiest game you've ever played?
I'd pick this one in terms of explicit stuff, heh.
17
Off-Topic / Re: Let's discuss videogames
« on: May 20, 2014, 06:36:06 pm »
Retrovertigo strikes back!
It's okay to like, love and praise your old generation games, but being so narrow-minded is pointless. Modern games can be (and are) good, too.
I could provide several LOADS of examples of shitty 90's games if you wish me to, then compare it to the amount of shitty games from today's era, and no big difference would be seen.
This is the example I keep remembering from day to day as a "great modern game". Most people who have told me it to be a bad game are stuck in the past about everything.
It's okay to like, love and praise your old generation games, but being so narrow-minded is pointless. Modern games can be (and are) good, too.
I could provide several LOADS of examples of shitty 90's games if you wish me to, then compare it to the amount of shitty games from today's era, and no big difference would be seen.
This is the example I keep remembering from day to day as a "great modern game". Most people who have told me it to be a bad game are stuck in the past about everything.
18
Off-Topic / Re: Let's discuss videogames
« on: May 20, 2014, 12:01:41 pm »
I'm near to finish the original Ultimate DOOM. It's been quite hard, but absolutely fun!!!
However, I don't want to imagine how are DOOM II, Master Levels, and Final DOOM gonna be like...
(I have the whole DOOM collection in Steam, running under Chocolate DOOM because DOSBox works with lots of flaws)
Have you finished any DOS game? I'm looking forward to LOOM as well (not DOOM related, it's more like a graphic novel).
And, maybe... The DOS version of Prince of Persia. God, that's one hell of a difficult game. It was hard already to play the SNES one, which allows to complete the game within 2 hours instead of 1.
However, I don't want to imagine how are DOOM II, Master Levels, and Final DOOM gonna be like...
(I have the whole DOOM collection in Steam, running under Chocolate DOOM because DOSBox works with lots of flaws)
Have you finished any DOS game? I'm looking forward to LOOM as well (not DOOM related, it's more like a graphic novel).
And, maybe... The DOS version of Prince of Persia. God, that's one hell of a difficult game. It was hard already to play the SNES one, which allows to complete the game within 2 hours instead of 1.
19
Issues Help Desk / Re: Full Screen bug? and help
« on: May 18, 2014, 08:13:57 am »
Experiment, try anything you feel like trying and that you think you'll use. Like, make a simple game testing ENIGMA capabilities.
The only C++ I can find using ENIGMA are the variable types and adding semicolons at the end of every statement. But that's more than enough.
ENIGMA is mature enough to make games, I'm actually making one myself.
But it may not be fit for complex 3D games. At best, you'll make it work.
You can use every Game maker tutorial, as long as the function you look for is not within the Obsolete functions list.
Also, check out the EDC for ENIGMA example games. There is good stuff to start with, there.
The only C++ I can find using ENIGMA are the variable types and adding semicolons at the end of every statement. But that's more than enough.
ENIGMA is mature enough to make games, I'm actually making one myself.
But it may not be fit for complex 3D games. At best, you'll make it work.
You can use every Game maker tutorial, as long as the function you look for is not within the Obsolete functions list.
Also, check out the EDC for ENIGMA example games. There is good stuff to start with, there.
20
Works in Progress / Re: PIT²
« on: May 18, 2014, 08:06:16 am »The difficulty is very steep in this one.
I couldn't get past the second level with spikes in about 20 tries.
Oh, I didn't think it would be THAT hard, but I'm not fit for a judge since I've finished Super Meat Boy at 106% and I Wanna be the Guy in Hard mode. I don't know if I will keep it that way.
Old platform games weren't very easy in this side either.
Also, you should try to limit level with green powerups, because in that same second level I tried flying to the stars. So I jumped out of the level and unless you want to make that an easter egg, I suggest making some barriers that removes the powerup or create invisible wall around the level. But keeping these things in are also often fun.
That's something I noticed but at the moment I just didn't feel like fixing.
I'll think about it.
Thanks for your feedback!
21
Works in Progress / Re: PIT²
« on: May 18, 2014, 01:27:12 am »
Guys! I've released a little preview version already!
You can find the link in the OP and here, too!
In addition, thanks to everyone who has helped me around these forums so far <3
You can find the link in the OP and here, too!
In addition, thanks to everyone who has helped me around these forums so far <3
22
Programming Help / Re: Instance Creation Codes
« on: May 17, 2014, 07:57:50 pm »Another item to consider is the fact that your string contains a "²" character. Did you modify your font to contain this glyph? Does it crash in debug mode? What happens if you remove this glyph?
That fixed it...
Gosh! I feel dumb now!
Forgot that character wasn't in the default font's char range (and I cannot change that anyway, so DAMN).
So, Robert recently edited the draw_string function. It wouldn't surprise me if it crashes your game when passed an empty string or an uninitialized variable. Could you verify this by drawing string(string_length(text))? That will at least tell us what's going on.
(Un)Surprisingly enough, it works and does draw the string's length.
Thank you, Josh!
23
Programming Help / Re: Instance Creation Codes
« on: May 15, 2014, 07:31:09 pm »
That just makes it weirder.
This was my code in the Draw Event. It does not work.
But if I do this, similar to you, it does... At least it doesn't crash, and it does shows a text.
But, since I'll be having more than 1 signboard in the same room, and this only shows a single one's message... It's kind of a workaround, but does not serve to my purpose.
It doesn't work with self.text, or string(text) either.
This was my code in the Draw Event. It does not work.
Code: (edl) [Select]
draw_text_ext(view_xview+160,view_yview+112,text,-1,200);But if I do this, similar to you, it does... At least it doesn't crash, and it does shows a text.
Code: (edl) [Select]
draw_text_ext(view_xview+160,view_yview+112,100174.text,-1,200);But, since I'll be having more than 1 signboard in the same room, and this only shows a single one's message... It's kind of a workaround, but does not serve to my purpose.
It doesn't work with self.text, or string(text) either.
24
Programming Help / Re: Instance Creation Codes
« on: May 15, 2014, 04:11:20 pm »Try just text = "something" without the useless "local variant" stuff. Maybe it's a type bug in parser or something.
I wish it was. It didn't work, either...
But I found out it works as long as I don't use strings.
I've just submitted it to the bugtracker.
25
Programming Help / Re: Instance Creation Codes
« on: May 14, 2014, 05:33:34 pm »Create->Instance Create->Game Start->Room Create->Room Start
That's something I won't forget, now.
Also, "because there's an unspecified variable" should not crash your game. It should only show in debug mode and even if you press Ignore it should run. But you are right that you should fix them.
Well, it does.
The only reason my game's crashing now is because I set custom instance creation codes, so to change already declared variables. I've debugged it by simply duplicating the room and deleting every instance's creation code, then running that new room first, so that every instance is set to default values.
In this case, I'm using the following in my Object Create Event:
Code: (edl) [Select]
local variant text="This is the default signboard text. If you're reading this, it's a bug. So please, tell my moron creator to fix it!";And this is how a single instance code looks:
Code: (edl) [Select]
text="Welcome to the first PIT² BETA! Move around with the arrow keys, and jump with the Space bar!";To put it simple, again: if I do not use instance creation codes, my game works flawlessly. If I do, it crashes instantly when the room starts.
I wasn't sure before, but I'm starting to think this is an ENIGMA bug.
26
Programming Help / Instance Creation Codes
« on: May 13, 2014, 09:38:15 pm »
Hey there! I'll be straightforward.
I'm making multiple instances of an object in the same room. I want, however, to keep a specific variable different on each of them. I've set Instance Creation Codes in the room editor for this, but it seems to crash my game, "because there's an unspecified variable". I've made enough self-debugging in order to understand that this is what causes the error.
My question is: could you tell me the order of execution of these events, for future reference?
Instance Creation - Create - Room Start
I'm assuming it's the one showing up but I'm not sure.
However, if I'm right, I'd suggest to switch Instance Creation and Create, if possible. I don't see the point of it being different than that.
I'm making multiple instances of an object in the same room. I want, however, to keep a specific variable different on each of them. I've set Instance Creation Codes in the room editor for this, but it seems to crash my game, "because there's an unspecified variable". I've made enough self-debugging in order to understand that this is what causes the error.
My question is: could you tell me the order of execution of these events, for future reference?
Instance Creation - Create - Room Start
I'm assuming it's the one showing up but I'm not sure.
However, if I'm right, I'd suggest to switch Instance Creation and Create, if possible. I don't see the point of it being different than that.
27
General ENIGMA / Re: EDC Partially Fixed
« on: May 12, 2014, 02:43:05 pm »
ENIGMA Development Community (I guess).
Somewhere you can store your games or examples (.gmk and related) made with ENIGMA.
Somewhere you can store your games or examples (.gmk and related) made with ENIGMA.
28
Works in Progress / Re: God of Man
« on: May 12, 2014, 02:38:42 pm »
I was going to check it, but you removed it :C
What is it about? Growing your pixels so they make a civilization (maybe being too literal xD)?
What is it about? Growing your pixels so they make a civilization (maybe being too literal xD)?
29
Programming Help / Re: Question on variables and arrays (important)
« on: May 10, 2014, 09:20:40 am »If you type "local int a[100]" then it will only be deleted when the instance is deleted.
That's one thing I needed to understand, thank you!
30
General ENIGMA / Re: How do I optimize my backgrounds and graphic matters?
« on: May 10, 2014, 09:17:57 am »
That doesn't answer my question.
Is that draw event triggered anytime, even outside the boundaries of the screen?
Is that draw event triggered anytime, even outside the boundaries of the screen?
