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Messages - forthevin

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General ENIGMA / Re: Hardware Diagnosis
« on: March 28, 2013, 06:34:41 PM »
For Robert and others who may be on Ubuntu, I found a package called glew-utils which provides both "glewinfo" and  "visualinfo", making it less bothersome to get the diagnostics :- ).

Yes, it is on my todo list.

Good point about not waiting. In regards to the namespace name, I think Josh's suggestion of "enigma_user" sounds good.

Works in Progress / Re: [WIP] snake revenge :D
« on: March 16, 2013, 11:40:36 AM »
Nice graphical update. There were some issues with how the snake is drawn, but seeing the snake twist and turn is very nice.

My high score was 3150 for a normal run, and 9950 for the run where I somehow became invincible through the levels, and decided to quit after getting a lot of points :- ). I tried to reproduce it but didn't succeed.

There are still some bugs here and there, but they are pretty rare, and I never encountered any crashes.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 11, 2013, 08:50:57 AM »
About the Intellisense style syntax checking, I don't have much experience with Visual Studio. I personally like error highlighting and auto-completion, though I don't find them absolutely necessary. Given that different people have different tastes in regards to those features, I think it would be a good idea to make it easy to turn them on and off.

Works in Progress / Re: [WIP] snake revenge :D
« on: March 10, 2013, 02:05:03 PM »
The new additions are in general very nice, it is easy to tell the difference between turrets and blocks now (and the turrets look nice), and wrapping around is very nice. I am not certain what the yellow pulse means. Is it purely a graphical effect, or does it indicate something?

I sometimes lost lives/lost between levels. It would be nice if the turrets do not shoot for a little while at the snake after a life has been lost, just like when a level starts. On some levels, there were eye power-ups, and in some there weren't. The shots can be difficult to see when they fade out, which is bothersome given that it seems that they can still kill the player.

Overall, the game can be quite challenging, which is very nice. I don't know what my best score is for this version, given that I kept replaying after dying :- ).

Issues Help Desk / Re: sprite add , draw sprite white
« on: March 10, 2013, 01:28:01 PM »
I pushed a commit earlier that should fix the issue with .bmp loading. gra, did it fix the problem?

In regards to loading .png, couldn't we use an existing image library to handle .pngs? That way, we ought to also be able to load other image formats easily. And in order to avoid making binaries larger than necessary, we could provide it as a non-default extension.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 10, 2013, 01:07:41 PM »
Working on both an IDE as well as an image editor seems very ambitious, but I believe that is ok, since we already have a working IDE, which means that we will not be stuck in the meantime without an IDE while wxENIGMA is developed.

In regards to version control systems, I know that git have some support for working with the zip format (see, though I have not tried it myself. So given that the zipped EGMs are based on folders and text internally, zipped EGMs could be used in version control, as long as the IDE still reacts to changes in the zipped EGM.

In regards to the logos: Given that ENIGMA can be used with both LateralGM and wxENIGMA, and LateralGM can also be used separately from ENIGMA to edit GM sources, I think it would be difficult to clearly determine what is and what is not a part of the whole development environment. LateralGM is not necessarily a part of the core, even though it can be used with it, since it can also be used separately from ENIGMA. So I don't think that it would make sense to either exclude it or include it when determining what is part of the whole development environment. And assuming I am right about this, the definition of the whole development environment will therefore be fuzzy. And having a logo for the whole development environment would therefore not be very useful.

I think the atomic logo is nice, although I think each ring should have its own particle :- ).

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 05, 2013, 10:14:14 AM »
I think I should have been clearer. I do believe that EGM can be used for what I want. Basically, while you are using the IDE, you can access the files inside the game (like object files, room files, etc.) outside of the IDE, modify them in some way (a text editor, a pull through git, etc.), and you can then refresh the IDE (or similar) to get the changes, without having to restart the IDE. Likewise, if you change something inside the IDE, it will be reflected in the file system, and the VCS can see the changes.

An example of what I am talking about is gedit. You change a file inside gedit, save it, and it is reflected in the file system. If you then change a file you have open in gedit outside of gedit (for instance through another text editor or pulling some updates) and you switch to the view of the file in gedit in which the changes have been made, gedit informs you that the file has changed, and offers to either reload the file or cancel reloading. Basically, gedit checks the status of the files on the file system and reacts on it. I know that other editors like Eclipse and NetBeans have similar handling of files changing on the system.

Currently in LateralGM, if you save as an EGM, the game is stored compressed in EGM. If you go into the EGM file without unpacking it and make changes in it, LateralGM is unaffected. If you restart LateralGM, it will see the changes you made to the EGM. Basically, what I want the editor to do is to detect any changes in the EGM file, and handle it in some way, without having to restart the editor.

So I guess what I actually want is for the editor to detect changes on the file system (for instance coming from some VCS) and handle it, such that the editor does not need to be restarted. That would enable it to work well together with different VCSes.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 05, 2013, 06:27:08 AM »
I think this sounds very interesting. The two main features I can think of that I would really like is a room editor like in LateralGM, as well as the possibility of easily using a version control system while using the editor.

For the version control systems, I don't necessarily want them integrated directly into the editor, rather just being able to use them simultaneously and having changes from the VCS reflected in the editor or vice versa. That would be very nice.

Works in Progress / Re: [WIP] snake revenge :D
« on: March 03, 2013, 02:49:17 PM »
The latest release is very nice, the turrets add a lot of challenge to eating some of those apples. My best score so far is 3450.

I didn't have any trouble with either crashing or too long level generation in this release. When I died, the number of apples to eat before next level didn't seem to reset, such that I had to eat 12 apples on level 1 before getting to the next level. Also, it would be nice if the turrets were a bit easier to tell apart from the normal walls.

Works in Progress / Re: [WIP] snake revenge :D
« on: March 03, 2013, 09:34:03 AM »
The game crashes a lot less now, though it still crashes sometimes. In some of the later levels, the level generation either takes a long time before finishing, or does not finish.

Works in Progress / Re: [WIP] snake revenge :D
« on: March 02, 2013, 10:04:24 AM »
Nice improvements, the level generator is a great touch.

The game also crashed when I played, but I managed once to get to level 3 and play through that before crashing when going to level 4. I also sometimes lost lives when changing levels.

Works in Progress / Re: [WIP] snake revenge :D
« on: February 28, 2013, 04:48:08 AM »
Working on making the game fun might be a better idea. If you make the game fun, you can always go back to working on displaying score points. Then again, if you are still new to game development, it may be a better idea for you to just experiment as you want to. Modifying existing examples can be a great way to do that, because most of the work in the game is already done. I remember modifying the example 1945 (, adding stuff like shooting two or three bullets at a time, shooting rear bullets, shooting new types of bullets (like seeking bullets), new types of enemies, power-ups, and all kinds of stuff like that. Basically, just having fun messing around with the existing examples. Once you have done that, creating a game from scratch becomes much easier.

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