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46
General ENIGMA / How do I optimize my backgrounds and graphic matters?
« on: May 04, 2014, 09:18:40 pm »
Hello there, guys. I have a question regarding the ENIGMA funcionality about graphics.
If you find any leak of information, please advice me. For I'm what I have learned from experience and not reading books, I may be wrong in many, many ways...
You see, I've noticed that when you go into a sprite/background properties, there's an indicator called "Memory", next to "Zoom" and "Height". I want to figure out what does it really mean, and what's its impact in the use of computer resources.
From deduction, I'm thinking this refers to the amount of video memory usage done by that one graphical resource.
This should tell me that the best method to save VRAM is to avoid huge images. In the case of backgrounds; trying to use tile-able ones (this is my current). For instance, the least video memory-consuming background (besides single colors) would be a 1px-wide gradient.
However, repeating the background drawing "screen-width" times should have a negative effect in the processor side; more operations per second.
There's this other method, which would be using more hard drive space and video memory, but as I'm concerned using less processor as well. It's the background image being as big as the screen size. It only needs to be drawn once per frame, but it would relay on more video memory, since it needs to be allocated for a fast read.
These are my conclusions. Can you tell me if I'm right about all of this? Is it really a good idea to keep my backgrounds as reducted as possible?
Thanks in advance.
If you find any leak of information, please advice me. For I'm what I have learned from experience and not reading books, I may be wrong in many, many ways...
You see, I've noticed that when you go into a sprite/background properties, there's an indicator called "Memory", next to "Zoom" and "Height". I want to figure out what does it really mean, and what's its impact in the use of computer resources.
From deduction, I'm thinking this refers to the amount of video memory usage done by that one graphical resource.
This should tell me that the best method to save VRAM is to avoid huge images. In the case of backgrounds; trying to use tile-able ones (this is my current). For instance, the least video memory-consuming background (besides single colors) would be a 1px-wide gradient.
However, repeating the background drawing "screen-width" times should have a negative effect in the processor side; more operations per second.
There's this other method, which would be using more hard drive space and video memory, but as I'm concerned using less processor as well. It's the background image being as big as the screen size. It only needs to be drawn once per frame, but it would relay on more video memory, since it needs to be allocated for a fast read.
These are my conclusions. Can you tell me if I'm right about all of this? Is it really a good idea to keep my backgrounds as reducted as possible?
Thanks in advance.
47
Issues Help Desk / Re: Are constants accessible from Drag and Drop actions?
« on: May 04, 2014, 04:56:42 pm »
As far as I know, ENIGMA doesn't seem to support making constants, yet. I tried some methods, but the only one that worked was "global.variable = value".
And yeah, that space _ thing I said before deleting my post (lol).
And yeah, that space _ thing I said before deleting my post (lol).
48
Works in Progress / PIT²
« on: May 04, 2014, 10:47:59 am »
I released a little preview of the game.
It's in a very early state, but it's playable.
You can download it here.
You can also see screenshots of how it progresses over time.
May 3: The very first tileset I ever made, some spriting and the basics of gameplay coding.

May 4: Set my color palette to Atari. GIMP simplifies a bit my job, since it helps a lot with auto-dithering.

May 9: Done loads of research, worked on my school side, and then came back to this. I'll be working on a Sega Mega Drive/Genesis ambient: 320x224 screen, using a 512 colors palette, with a 64 screen color limit (I don't know if I'll be able to accomplish that limit thing), and 50fps (there's no real reason for this framerate, I simply like it). Also, made a new gradient, nearly from scratch. I put real effort on it and took great amounts of time, but it came out good enough to my likings! Also, incomplete new tileset because the old was too hard to draw and keep track on its color count without looking terribad.

May 13: Not something to show, but to say. Yesterday and today I've been working, arranging the first game obstacles and gimmicks (which are basic power-ups).
May 18: First public release. It's a very basic game, but it's progressing and I think I'll get something good out of it. Worked out a signboards system to help understand the gameplay.
May 20: Messed up some more with coding and got a new object working, finally: platforms.
49
Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 04, 2014, 08:45:39 am »
Woah, what a long thread. Couldn't read everything wrote by Darkstar, tl.
As for me, I'm using ENIGMA for the following reasons.

I love Doritos, btw.
As for me, I'm using ENIGMA for the following reasons.
- Flexible coding
- Open-Source (+Free)
- Live Project (delivers almost-daily updates)
- Friendly developers (I really like Robert's attittude at least)
- Cross-platform use, and cross-platform game export
- Easy to use, and allows "advanced" mode as well
- Too lazy to look up every other game engine, I'm happy with what I listed already

I love Doritos, btw.
50
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 19, 2013, 10:11:40 pm »
I don't find the logo amusing to look at, at all. You should think of a new design, or find a way to improve the current one. That's my opinion.
51
Issues Help Desk / Re: How to skew text?
« on: September 09, 2013, 06:16:46 am »
That's not an available function at the moment. Do it with sprites.
Unless you are skilled enough to use some 3D Graphics Functions, which would be a pain in the ass but probably would work. I don't really know how to use those functions though, but that's the only possible way I see for this.
Unless you are skilled enough to use some 3D Graphics Functions, which would be a pain in the ass but probably would work. I don't really know how to use those functions though, but that's the only possible way I see for this.
52
Off-Topic / Re: Linux, Major Leap In August Userbase
« on: September 09, 2013, 06:13:19 am »
I used to have Ubuntu as OS here, but as as a gamer I couldn't keep myself playing games at -20FPS, or not being even able to play some of them...
However I did like the system and maybe I'll be back in the future.
By now, Windows 7 is my only alternative; I just can't like 8.
However I did like the system and maybe I'll be back in the future.
By now, Windows 7 is my only alternative; I just can't like 8.
53
Graphics and Video / Re: Free Emoticons
« on: September 06, 2013, 09:33:29 pm »
The wiki page has been deleted, I think this thread should be deleted as well.
54
Announcements / Re: LateralGM Update
« on: September 06, 2013, 06:31:55 pm »
Woah, that's so ridiculously messy.
Thanks for your hard work anyway, mate; keep it up!
Thanks for your hard work anyway, mate; keep it up!
55
Announcements / Re: LateralGM Update
« on: September 06, 2013, 06:21:47 pm »
Ok, tried with WAV and it works ^^
56
Announcements / Re: LateralGM Update
« on: September 06, 2013, 06:11:04 pm »
Uhmmm, before the update, those buttons were "working" (they didn't do anything, but they were clickable at least).
57
Announcements / Re: LateralGM Update
« on: September 06, 2013, 05:32:46 pm »
Oh, I was going to report the bug regarding unability to open Game Information and Global Game Settings more than once, but I see you have fixed it now. Thanks, and good job :33333
EDIT: I can't seem to preview audio nowadays. The buttons for preview and stop seem disabled...
EDIT: I can't seem to preview audio nowadays. The buttons for preview and stop seem disabled...
58
Tips, Tutorials, Examples / Re: Setting up External Editors
« on: September 06, 2013, 05:12:03 pm »@Ben, its not buggy, you have to restart after changing the themes
Darn...
Thanks, man
59
Tips, Tutorials, Examples / Re: Setting up External Editors
« on: September 05, 2013, 07:26:43 pm »
I know. I just like the default because the others don't suit my color preference, and the Windows-theme-based ones (Native, Windows, Windows Classic, Nimbus, CDE/Motif) are kind of buggy;
60
Tips, Tutorials, Examples / Re: Setting up External Editors
« on: September 05, 2013, 07:16:04 pm »... Ben, I don't know how you did that, but I thought I never added that functionality o_O for me the image editor just loads paint dot net.
That's weird; for me it used to load the default MSPaint...
This works as much for GIMP or any other image editing software than PaintDotNet (I say so because I tested it).
Robert: That is part of LGM's original functionality. I have no idea what compelled you to map that properties file to a UI dialog without mentioning, "by the way, %s indicates the filename and, odds are, your program will want to know that."
Thanks for sharing, Ben.
Yeah, I read about the %s parameter somewhere and figured out how to use this thing, though I don't remember where I did.
I think someone wrote it within these forums