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Topics - Goombert

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General ENIGMA / Mike Dailly Blog Stuffs
« on: January 11, 2014, 04:27:24 PM »
I recently found Dailly is updating his blog again.

The most recent post is rather intriguing because it contains a lot of details about how he did Studio's graphics. And well basically, it is pretty much the same as I did, an underlying system for drawing primitives and batching them into a triangle list and then firing a flush on state changes. The only difference here is that ours still out performs his without even using full hardware acceleration, we don't even handle T&L on the GPU yet.

There are some other things that are interestingly different.
you'll be left with a single vertex buffer (or multiple depending on lines and points),
My mesh class does not do that, it converts the lines and point primitives into the exact same vertex buffer, so there is only ever 1 vertex buffer MAXIMUM for a model in ENIGMA.

It'll also handle more extreme cases, where you set blends several times, then set a different one, and then set more blends several times. The engine will also recognise this, and will only submit 3 batches - or however many blend state batches are actually needed. This is incredibly powerful, and a major playing in rendering performance.
I don't believe that, because in theory that sounds like a great idea, but in practice it would screw up depth ordering.

There is also some good information there about how Game Maker is a Virtual Machine now, much like ohhhh somebody else we know the JVM a.k.a. the Java Virtual Machine.

Off-Topic / Linux Breaking User Share Records
« on: January 04, 2014, 05:17:13 AM »
Now at 1.73% as of December and officially labeled on the pie chart now at Net Market Share.

It is at the highest market share in two years by their records since January of 2012.

Chromebooks also hold the #1 and #2 selling spot for tablets on Amazon.

I am so happy about all this, not to mention Valve pumping tons of resources into SteamOS, which is definitely going to increase the quality of Linux graphics drivers. The Qt framework will be integrated in the next Ubuntu release as well, making it like the .NET of Linux, only that it is much more abstract and better designed. Microsoft was already losing ground with the mobile stuff and now Chromebook came up out of nowhere. When the Linux desktop does finally take off, it is going for the fucking moon.

Works in Progress / Project Chaos
« on: January 01, 2014, 05:49:12 PM »
This was a Sonic game I had started work on but did not have the time to finish. I may come back and work on it again at some time, but right now it has the basic intro a ton of ripped Sonic sprites. The game is a Chao Pet emulator.

Size: 12.54 MB

Ideas and Design / Include Files
« on: January 01, 2014, 05:33:38 PM »
I recently had the idea that for include files instead of attaching each little file to the executable separately, we should stick them all inside a single ZIP, and attach that to the end of the executable, in which case it will also be compressed leading to even smaller executable sizes compared to GM. This is pretty much up to Josh as I am unaware of what he was planning with include files.

General ENIGMA / Wiki Project and Function Documentation
« on: January 01, 2014, 02:20:00 AM »
Well I recently got all of the particle functions and some other ones documented on the Wiki.

I noticed we have finally reached the point that most of the GM functions are documented. About 80% to 90% of the basic standard GM functions are now documented, the two left columns on the following Wiki page.
Drag and Drop Actions have also been entirely documented for some time.

These are documented with information about their parameters, return types, data types, and even provide example code. This was a lot of work, but in no way is the Wiki done, it needs to be maintained and there are still new Studio functions to add and document. The Wiki is also generating between 20 and 100 visits to the website each day, these are most likely coming from Google hits as the result of people searching for GM functions, see the following.
You can see the ENIGMA docs linked right below the GM Studio doc pages. This however is also just the main page, and does not indicate the hits being generated by the sub pages of the Wiki which could also make it much higher.

I want to take the opportunity to thank some people.
Harri - For a lot of the original function docs I used to convert into the new format.
X - He started out with the file functions and documented a bunch more and also converted some tutorials
Josh/Ism - Pretty much all of the documentation on ENIGMA's internals
Polygone - For making sure links stay up to date and doing some docs
Others - People who I might be forgetting and that came before me here.

At any rate, we are now the largest online and offline source of libre/free documentation for Game Maker. Their Wiki has been taken down, see for yourself, it redirects to the knowledge base now.

Off-Topic / YoYoLabs ripping off Rockstar Games?
« on: December 29, 2013, 02:39:59 AM »
So this recently caught my eye while doing some GTA stuff. Rockstar is releasing some behind the scenes stuff of their ports of the III Trilogy to Android/iOS and the development that went into the original games in the 3D universe. The series is also titled "The Lab"

YYG so coyishly named their GTA 2D experiment project and other projects under "YoYoLabs"

Third Party / App Game Kit
« on: December 21, 2013, 06:08:03 PM »
Well I not that long ago posted about the new Monkey X which is the future of BlitzBasic and how awesomesauce I thought their Qt IDE and everything was for such a good price. Well I recently found out The Game Creator's (I really hate these bastards, worse than YYG) have come up with the App Game Kit to compete with Monkey X. And what did they decide to do for an IDE? They forked Code::Blocks and added plugins to make it hook up to their compiler and support the project formats.

This is the official website.

I have to say I am really rather intrigued by this, and a few us were discussing a GMK/GMX plugin for the Code::Blocks project before as well. Starting to think it might be a lot more plausible than previously presumed. After all, Unity game engine does use MonoDevelop.

PS: For the record, I do not condone purchases of any TGC software.

Off-Topic / Haxe
« on: December 21, 2013, 01:53:44 PM »
I recently stumbled upon Haxe which is cross-platform programming language with a syntax style similar to JavaScript.

Haxe can be compiled to all popular programming platforms with its fast compiler – JavaScript, Flash, NekoVM, PHP, C++, C# and Java – which means your apps will support all popular mobile devices, such as iOS, Android, BlackBerry and more.

Open Source
Haxe is open source and free to use. It has the right formula to become the next industry standard and is already garnering many adopters in the coding community whom we’d like to fondly call, the Haxers!

General ENIGMA / DevOps
« on: December 21, 2013, 01:01:18 PM »
Due to recent criticism I am going to open a topic for everyone to criticize my development habits. My retort to these criticisms so far is just because I am in favor of more rapid development, doesn't make me horribly inexperienced for running a software development project or rather in this case having a large say in its development.

First I would like to introduce you to the rapid development strategy known as DevOps.

It basically stresses good communication between developers, testers, and project leaders. Without good communication we end up with incidents such as polygonz merging a commit without communicating it to another developer such as myself which I always request or it undergoing any quality assurance.

Now this is where I mainly want to retort IsmAvatar in that I do not agree with full blown unmonitored contributions. Many people have heard me complain about Canonical releasing bugged updates constantly, and is also one of the main reasons I currently will not use Linux.

Basically when the cycle is working as is intended we end up with the following results.

I would rather steer away from just criticism and request that anyone posting here post constructive criticism and not just how bad I suck but rather what I could do to improve my communication skills and help improve the work flow with other developers.

General ENIGMA / Preprocessor Move
« on: December 20, 2013, 06:04:11 PM »
I have decided to move the preprocessor for Windows again, this time to C:/ProgramData/ENIGMA

This is a user directory introduced in Windows vista, and is a hidden folder. So this will alleviate the problem with GNU make not allowing spaces and also continue to alleviate administrator privileges issues. This also fixes the issues with using ENIGMA on a drive other than C:/ assuming of course this was the only issue with using a different drive but as far as I am aware this was the actual issue being that the working directory assumed C:/ drive. This fix only applies for Windows, and should make ENIGMA usable again for those of you with spaces.

Please redownload the Portable ZIP if you need these fixes.

Here is some information from Microsoft on what this directory is.

Wikipedia also has some information about the %ALLUSERSPROFILE%

This was the pull request where I fixed this issue.
This was the pull request I fixed the drives issue with.

General ENIGMA / All Roads Lead To Rome
« on: December 18, 2013, 07:10:11 AM »
With the advent of Josh and IsmAvatar throwing hissy fits and leaving the project, me and cheeseboy are curious as to what direction people think we should try to go with development.

General ENIGMA / All EGM's Broke
« on: December 14, 2013, 06:32:40 AM »
Well I had to add the "Force software vertex processing" setting to Global Game Settings and found a real nasty bug.

If an EGM is saved with older global game settings it fails to load with the latest version. If you update LGM or the plugin any time lately you'll need to patch up your EGM's too, it is real simple, the bug is already filed on the tracker as well.

Since EGM is simply a ZIP file just open it up and add "FORCE_SOFTWARE_VERTEX_PROCESSING: false" to Game Settings.ey file then rezip or whatever. I already updated all my EGM's on the site.

You can also just download the new Portable ZIP.

This is the open bug report.

Tips, Tutorials, Examples / Basic Graphics Test
« on: December 13, 2013, 01:51:12 AM »

This is a minimal example which can be used to check if graphics systems are working on certain hardware.

General ENIGMA / New Audio Functions Deprecated
« on: December 12, 2013, 11:32:53 PM »
WARNING! This function has been deprecated and you should use audio_play_sound instead.

This function can be used to start a piece of background music playing. You can only have one piece of background playing at a time when using this function, and starting a sound while a previous one is playing will end the previous one directly. You can also choose whether the sound should loop back to the beginning by setting the loop flag to true, or only to play once by setting it to false.
The following quote above is for the audio_play_music function. I originally complained like crazy that they had a duplicate set of functions and were reserving an audio channel, I am so glad they corrected this. I am going to remove all those music functions so that I can fix the new audio system to work properly. It is not an issue since the functions were short lived and the duplicates still exist, there was no need to distinguish the functions.

The full list of deprecated audio functions can be found here.

This is the commit where the fixes are applied and functions become deprecated.

General ENIGMA / Direct3D 11.0 Implemented
« on: December 12, 2013, 07:53:54 AM »
As you can see in the following screenshot I finally managed to get Direct3D 11 implemented now as well. I have shelled the graphics and made it clear the background color, simply need to readd the functions again, just like what was done with Direct3D 9.

The issue why I couldn't do it before is because Microsoft changed the API mid-version and moved it into the Windows SDK and then removed the D3DX stuff for coloring and matrix functions. I have not yet decided whether I will make use of these by hacking them into MinGW as well or more likely I will just waste my time rewriting the FFP instead since then it will be a sinch for me to do in the other graphics systems.

I got this working by rebuilding the libd3d11.a myself to link and get the correct symbols from, because apparently the MinGW really hates Direct3D 11. I will also have to maintain a custom version of the d3d11.h header based off theirs so that I can add missing declarations. I will keep these two in the

This is the commit I have done this in along with some compiler fixes regarding spaces in paths.

This is the LIB2A tool I used to convert the MSVC libs with.

This is the libd3d11.a file.

This is the d3d11.h header file.

I have updated the Portable ZIP installer to include these two missing files under ENIGMAsystem/Additional where the rest of our headers for Box2D and Bullet and things are, cheeseboy will need to update the ZIP automatic builder to include these files. You can go ahead and download if you want to test an empty game with the background color or if you wish to help me start adding functions.

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