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Topics - Goombert

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 »
151
General ENIGMA / SVG Graphics
« on: November 08, 2013, 02:09:16 AM »
Well I think this has already been on our to do list but we need to add SVG support. I mainly want to bring this up because I also think we should add it for the application/window icon like Qt does, or well not force it, but support it, and we can write an .ico writer to output an Icon file for Windows when you build or something like that.

Cheesedick also found the following repository.
https://github.com/tnovelli/vsprite

But really again, it's not my fault Windows is such an out of date system it can't support fucking vector graphics like a turd.

I have also decided to start the following Wiki page.
http://enigma-dev.org/docs/Wiki/SVG

152
Announcements / Project Mario
« on: November 05, 2013, 05:44:33 PM »

I have recently managed to get the Project Mario game I made open source working in ENIGMA. Above are the screenshots of how good I managed to get it.

There are a few anomalies still, zwriteenable causes it not to work in OpenGL3, the start menu's do not render correctly, and there are still collision glitches except now they cause the game to crash.

You can download the latest version from the original topic.
http://enigma-dev.org/forums/index.php?topic=1161

I would appreciate if you guys could download and test this for me to ensure it's working as good as I have got it. You will need to update the engine either by redownloading the Portable ZIP if you are on Windows or updating through git.

It would also help if you guys could modify the settings.cfg configuration file and let me know what the highest FPS you can get is. I get around 150-220fps with a %50 reduction in RAM usage from the Game Maker version which uses 93000 K where ENIGMA uses 40000 K

153
General ENIGMA / Creation Orders
« on: November 05, 2013, 09:42:44 AM »
Code: [Select]
GameMaker: Stupido
object create
instance create
game start
room create
room start

ENIGMA
object create
game start
room create
instance create
room start

Game Maker 8.1
instance create
object create
game start
room create
room start

Every single one is different, ours is closer to 8.1 though.

154
General ENIGMA / Animated Portable Network Graphics
« on: November 04, 2013, 01:02:41 PM »


So while I was working to clean up all this image format handling code of ours I happened to notice this after updating Paint.NET

So it appears APNG is becoming a standard format now, I am so glad, one really nice thing I liked about ENIGMA was APNG, PNG format is master race.

155
General ENIGMA / CD Functions
« on: November 02, 2013, 09:18:03 PM »
I have implemented the CD functions, all of them 100% to the exact same behavior of Game Maker, and I tested everything very very thoroughly. The only difference is that ENIGMA has a higher accuracy with the milliseconds, eg. playback position would be reported as follows.

ENIGMA: 1346, 1380, 1632, etc.
Game Maker: 1000, 1000, 2000, etc.

This was the pull request.
https://github.com/enigma-dev/enigma-dev/commit/ac2ceb4ed2760a82d23bd07fc734faf75222f0fd

Full documentation can be found on the Wiki.
http://enigma-dev.org/docs/Wiki/Disk_Functions

The functions also utilize the same part of the Windows API the original Game Maker ones did, the Media Control Interface. The functions and drag and drop actions are available through the extension by the same name, simply enable the extension and the functions and drag and drop actions should become usable. Also note that these are Windows only.

Not that these functions were rather important just to make sure we don't leave as much as we possibly can deprecated, and nevertheless it is optional, and these old functions help ensure maximum compatibility.

156
General ENIGMA / DirectMusic
« on: November 01, 2013, 10:56:17 PM »
This is just to let anybody know, if anyone ever wants to add the MIDI playback support for DirectSound or basically the options for use multimedia player and stuff, also sound_background_tempo you would use DirectMusic.

http://msdn.microsoft.com/en-us/library/windows/desktop/dd551276%28v=vs.85%29.aspx
http://en.wikipedia.org/wiki/DirectMusic

I am not interested in adding it back, just for reference in case any of you want to.

157
General ENIGMA / Virtual Keyboard Functions
« on: October 31, 2013, 06:34:08 AM »

158
Off-Topic / Game Maker versions 1.4 to 6.1
« on: October 30, 2013, 01:04:28 AM »
http://bentibbetts.net/animo/

Just for fun I am going to download some and run them in an emulator.

It is also really funny to notice that Game Maker has not changed much at all since Game Maker 5. It is also kind of funny how 1.4 to 5 all run on Windows 7 except GM6.1

159
General ENIGMA / 3D Particle Effects
« on: October 30, 2013, 12:37:53 AM »
I am thinking of revamping our particle system to support this popular extension from the GMC.

http://gmc.yoyogames.com/index.php?showtopic=422338

Except, it won't be used via dll, I basically mean to extend our particle functions to include the ones it has basically rewriting it but having the same function names.

What do you guys think? I figure well I wanted 3D particles, and this was already a well established and popular API for Game Maker, so why not make our functions the same?

Edit: Heh, he even mentions LGM in the topic...
Quote
**NOTE, Change the room in the GMK to see the right demo (Default is now the Spore Like Galaxy)
400k. (Because of sprites) GM7... You can convert it to gm6 with LGM. GM6er's Notes

160
General ENIGMA / Community Facebook
« on: October 29, 2013, 06:19:16 AM »
Polygone, Harri, everyone, I'd like to know how you guys think this should be handled. Take for instance the following post left on our Facebook.



Now, I am inclined to agree with him, the issue is do we want to allow this sort of language on a page that represents our product, or should I pull a YoYoGames? Again, my personal preference is to allow people to speak their minds, and like I said I agree with him. But again, this is not only my project, so I'd like some input from the rest of you.

161
General ENIGMA / draw_set_color
« on: October 29, 2013, 03:18:02 AM »
Yah just a heads up everybody, Studio removed the draw_set_color function, well, the way it used to be anyway. I recently readded it the Game Maker 8.1 way with Direct3D where you can call it to change the color of a model or the alpha, but listen here is the funny thing. YoYoGames decided to store current color for every vertice, making their code redundant one would assume, and making it run slower and also making it less flexible to use, eg. drawing transparent models, when they simply could have replaced the blend operation in the FFP with HLSL. But never the less ENIGMA will continue the old expected draw_set_color behavior because it is rather useful to draw transparent models and the likes.

Code: [Select]
void draw_set_color(int col)
{
enigma::currentcolor[0] = __GETR(col);
enigma::currentcolor[1] = __GETG(col);
enigma::currentcolor[2] = __GETB(col);
    D3DCOLOR D3DColor = D3DCOLOR_RGBA(__GETR(col), __GETG(col), __GETB(col), 155);
d3ddev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
    d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_BLENDFACTOR);
    d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    d3ddev->SetRenderState(D3DRS_BLENDFACTOR, D3DColor);
d3ddev->SetRenderState(D3DRS_TEXTUREFACTOR, D3DCOLOR_RGBA(155, 155, 155, 155));
}

Also, this means that stupid cubes demo of their's won't work right out of the box. And listen how dumb this is, here is why...
Code: [Select]
       draw_set_color(c_red);
       d3d_set_lighting(true);
       d3d_light_define_direction(0, 0.5,0,1, c_white);
       d3d_light_enable(0,true);
       
       d3d_transform_set_rotation_z( d3d.x );
       d3d_transform_add_rotation_y( d3d.x/2 );

       if( global.cube>=0 ) d3d_model_draw(global.cube, 0,0,0, -1);
       
       d3d_set_lighting(false);
       d3d_model_draw(global.wirecube,  0,0,0,  -1 );

They put draw_set_color(c_red); directly before drawing the cubes. Which doesn't even change anything in Studio since set color was stored in the model but yet it does work in ENIGMA. Which makes me wonder why the fuck that code is even their in there demo, if they were just testing it or testing if it was removed or what. But at any rate, ENIGMA will keep the easy to use expected behavior and sprite batching will render on the state change since it is simply a blend op.

162
General ENIGMA / GLbinding
« on: October 27, 2013, 09:26:16 PM »
Yes I deleted it Harri, I am writing a device manager similar to Direct3D, you can't draw the global VBO just when the texture changes there are other state changes as well that need handled. This is why I am creating a central interface for the ffp in all 3 graphics systems.

163
Announcements / ARM and Google Chrome
« on: October 25, 2013, 01:23:37 AM »
Just a heads up to everybody, if you had any troubles with LGM + ENIGMA on ARM CPU's like Google Chrome it was the result of us using an outdated JNA, the jar has been updated in the Windows ZIP, thanks cheeseboy for informing me. Everything should be good now, I have also fixed the issue with enigma.jar, the plugin, where it complains about creating back up files for EGM's this was the result of improperly closed file streams. You can also from now update jars and other packages and tools from a new page on the Wiki which I link from the revamped download page.

http://enigma-dev.org/download.htm

http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

This should make things a lot easier to find if you need a specific working component or check the latest version of something. Feel free to post any suggestions.

164
Announcements / Object Inheritance Implemented
« on: October 23, 2013, 07:58:02 PM »

Because of inheritance I was able to get the following Studio tutorial working, with a slight modification to two for statements because none of them know how to program.

That is right I have implemented full object inheritance and polymorphism to the compiler, even the event_inherited() function and the corresponding drag and drop tile. There is a setting now added to Build->Settings where you can completely disable inheritance if you, for instance, like cheeseboy, you only want inheritance for collisions and nothing else.

You can also see settings there for my angular unit and scalar types, the options don't do anything quite yet they are implemented in the engine the setting is just hidden away I have to do something else first before I make the options work.

Compatibility should improve a lot now. You must update LateralGM and the plugin if you update from git or vice versa because a modification was made to allow the YAML settings layout to parse checkboxes. At any rate, enjoy!

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