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Messages - Goombert

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1
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.

2
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.

3
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.

4
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.

5
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.

6
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.

7
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.

8
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.

9
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.

10
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.

11
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

12
This is definitely a bug, the question is what part.

So the way this works is the lgmplugin that plugs ENIGMA into LateralGM converts all your actions to GML code before sending it to ENIGMA. ENIGMA then converts the GML over to C++.
https://github.com/enigma-dev/lgmplugin/blob/master/org/enigma/EnigmaWriter.java#L1189

Judging by the output in C:\ProgramData\ENIGMA\Preprocessor_Environment_Editable\IDE_EDIT_objectfunctionality.h the bug appears to be in the plugin, because there should actually be a with(-1) meaning self around the action_move_to.

Code: (C++) [Select]
variant enigma::OBJ_object_Arrow::myevent_step()
{
  { if (timeline_running && timeline_speed!=0) advance_curr_timeline(); }
with((0))
    if(action_if_variable(enigma::varaccess_Jump(int(self)), 1, 0))
  {
    argument_relative = 0;
    action_move_to(enigma::glaccess(int(object_Ball))-> x + 5, enigma::glaccess(int(object_Ball))-> y - 20);
   
  }
  with((0))
    if(action_if_variable(enigma::varaccess_Jump(int(self)), 0, 0))
  {
    argument_relative = 0;
    action_move_to(100, 100);
   
  }
  ;
 
  return 0;
}

This is a new issue that I am surprised wasn't reported before, either way I've filed a bug on the lgmplugin:
https://github.com/enigma-dev/lgmplugin/issues/54

Not sure when it may be fixed, busy working on sumptin' TOP secret so you won't have to worry about this problem ever again.

13
Graphics and Video / Re: Enigma-related artwork
« on: September 11, 2017, 01:28:38 PM »
Go back to the main page and press CTRL+F5 to do a cacheless refresh.

And don't worry about tiling it really, once you see it on the Wiki it looks great.

14
Graphics and Video / Re: Enigma-related artwork
« on: September 11, 2017, 11:36:10 AM »
This is what I meant by making it repeating, take a look at the old bg image for the Wiki main page:


And thanks yeah that looks great, I just tested it out on the Wiki and it does look pretty sweet:
http://enigma-dev.org/docs/Wiki/Main_Page

What do you guys think?

15
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« on: September 11, 2017, 11:28:46 AM »
Videos are welcome too, I haven't really created a particular place for them on the Wiki though, but under Tutorials should be fine. And yeah sorry about that HitCoder, the "Documentation" page does include the part about being able to export pages, but I know that's not very user friendly. I will try to get this issue addressed at a later date after some other things. There are some more pressing things than our whole website right now since the completion of ActionMaker.

YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program. Ideally what I'd like is a bot that goes through our wiki and compiles it as a chm for download about once a week or manually when we tell it to.

One of these is what we probably need:
https://www.mediawiki.org/wiki/Publishing_from_MediaWiki#Extensions_to_help_with_exporting_data

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