Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Goombert

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 »
Works in Progress / Copter
« on: May 21, 2013, 10:56:40 PM »
I found this nifty little open source game on the YoYoGames sandbox by DeadlySystem, it is very nice  (Y)
It worked right out of the box too. This is just an engine to build the game, so you need to add some objects to the room yourself to make a map to test on.

Size: 2.56 mb's

General ENIGMA / Cross Compiling
« on: May 19, 2013, 09:17:20 PM »
In the past it was necessary that you build your project from the platform you intend to target, each platform. This may be a bit a pain in the but for indie devs who don't have 3 different computers or dual boot. So fundies has decided to start our cross compiler abilities and has created a nice patch for everyone.

Here is me testing it on Ubuntu...

**** Prerequisite Packages *****
Code: [Select]
sudo apt-get install mingw-w64-i686-dev g++-mingw-w64-i686

***** Instructions *****
1) Install ENIGMA
2) cd your_enigma_install_directory
3) wget
4) unzip
5) You may optionally install WINE Emulator to ensure your game built correctly before testing it on Windows if you are on Linux
6) Go to ENIGMA->ENIGMA Settings and set audio system to SFML or None as OpenAL does not work with MinGW32
7) Set compiler to MinGW32
8) Test compile an empty game
9) You should be good to go!  (Y)

***** Running Games *****
32-bit Debian or Ubuntu : apt-get install fglrx-glx or libgl1-mesa-glx or nvidia-glx or nvidia-glx-legacy-96xx
64-bit Debian or Ubuntu : apt-get install fglrx-glx-ia32 or ia32-libs or nvidia-glx-ia32 or nvidia-glx-legacy-96xx-ia32

Please give feedback and suggestions and discuss the future development of this in this topic.

General ENIGMA / Definitions Modified
« on: May 19, 2013, 05:37:50 PM »
Ya in the plugin whenver you load LGM it calls definitions modified which gets all the function names from the engine so the script editor knows what to highlight. Suggestions have been to either do it when you change ENIGMA Settings or each time you compile. We need to discuss this as I do not feel it should be each compile as thats wayyy uneccessary and compiling is already slow as heck. I'd like us to discuss it and everybody to offer suggestions  (Y)

Third Party / Ultimate3D 2.1 Ported
« on: May 17, 2013, 12:19:08 PM »

If some of you are not aware, Ultimate 3D is an API which provides extended and advanced graphics for GameMaker. After some requests I decided to check out getting the SDK example working with ENIGMA. This extension should be built into ENIGMA's extension system instead of the way it currently is, then you wouldn't need to import all those scripts that make the dll callbacks. We could also make a special graphics system for extensions like this which completely disable all graphics output by ENIGMA to make it more optimal than the GM version. This only works on Windows because the extension is based on Direct3D if anyone wants to try it out.

Getting this work required a fix in our window flags which you can obtain from Git or you can simply update to the latest Portable ZIP.

Download the new Portable ZIP here if you don't want to update manually:

Enter the following in a terminal or with git-bash.exe if you have the Portable ZIP and want to update manually (you may also need to download the new LGM and plugin jars):
Code: (Bash) [Select]
cd enigma-dev
git fetch
git pull

The rest of the porting required removing variable_local_* and variable_global_* function dependence. For Ultimate3DOptions I wrapped the variable initialization in a global.ultimate3d_key_initialized flag to emulate the previous behavior. I have removed the variable initialization for CreateWall or CreateFloor because the user is expected to do it anyway, so I see no reason why this was necessary as it would just make the object invisible if they were not initialized, these really should have just parameters to the scripts. This also requires that "Treat unitialized variables as 0" is enabled in Game Settings->Errors

This is the updated CreateWall() script for instance. I hope these changes are correct and that the original creator would agree with them, since something similar would be necessary to port it to Studio anyway.
Code: (EDL) [Select]
// CreateWall()
// This function creates a wall object and associates it with the object
// the function is called by. Before you can call this function you have
// to set the variables x2 and y2 which define where the wall goes to
// from it's origin, the variable height which defines the height of the
// wall and the variable texture which gives the index of the texture that
// is to be used for the wall. For information on optional variables and
// more information on how to use primitive objects read the help file.
if (!ultimate3d_createwall_initialized) {
ultimate3d_createwall_initialized = true;

return u3d_index!=0;

There was another small bug, I had to rename the floor object to floor2, because of the floor function and current naming conflicts.

Size: 1.96 mb's


Special shout out to the creator for helping with this port too!

Announcements / LateralGM Update
« on: May 16, 2013, 03:40:14 AM »

Hello as some of you may know I have been working on major improvements to the LateralGM IDE for some time now. I am attempting to bring loads of new features and bug fixes. I want to welcome everyone to come and test the latest version for diagnosis as we reach our way up to 2.0 for a stable build.

NOTICE! You are advised to upgrade to the latest Java version, it will have the best performance and fix many security holes in many old Java versions.

If on Windows you may install by downloading the latest Zip installer here...
However you should not it may not be as updated as the jar file below because it is so large and hard to repackage over minor improvements.

To manually upgrade, simply download the zip file from the packages page below and extract it. Then copy and overwrite the Enigma.jar in /plugins/ and copy and overwrite lgm16b4.jar with lateralgm.jar.


If you are experiencing a problem with Bold fonts on Linux, this is a current bug of the Open JDK when you install WINE. Just run the following command in a terminal to remove the font package installed by WINE and it will still work fine and LGM will not have bold fonts. You can also run LGM in the new default JRE 7 if you wish as well, it also appears to have better performance.
Code: [Select]
sudo apt-get remove fonts-unfonts-core
********** CHANGE LOG **********
1) Preferences panel implemented
2) Theming and icon customization
3) Added context popup menu to script editor when you right click
4) Merged JoshEdit branch to main repository
5) Object information frame added, can be used to pastebin entire objects
6) Drag and drop can be toggled, when off it hides the action list editor and you get an edit button in the object and timeline editors, when clicked it checks the first action and checks if it is a code action or not if it is it opens it for editing in a code window otherwise it prepends a new one
7) Context menu added to game information window
8) Added multiple selection to the resource hierarchy tree
9) Default room editor size is a little bigger now, as requested
10) Added missing buttons to the game information frame as well as the ability to save/load
11) You will now be asked on exit whether you would like to save any recent unsaved changes, works but is unconditional for now
12) Line numbering in script editor less bold and in your face and properly right aligned to content area now
13) Fixed autocompletion window bug, it now shows in the correct location
14) Fixed a bug with select all not repainting the gmltextarea
15) Fixed bugs with cut, copy and paste in the script editor not immediately realizing the scrollbar
16) Fixed null pointer reference
17) Java performance increase due to IsmAvatar's prior optimizations
18) Resources now show up in auto completion window for the code editor
19) Added save and load button to code editor
20) Fixed code editor caret size and made it not all thick and bold but look like a normal caret.
21) Added the append subimage from file button to the sprite editor for cheeseboy
22) Fixed replace all button in the find and replace window, it will popup at the end and tell you the number of replaced occurences
23) Added Manual button and preference to set the path, if the path includes http:// the url will be opened in the default system browser otherwise the path is given to the system to open as a local file
24) Added path preference for custom icons
25) Updated splash screen
26) Added GPL Calico icon pack by Josh Ventura
27) Added context menu strip to output window
28) Fixed compile button
29) Added build buttons to main toolbar, with icons
30) You can now select multiple resource tree nodes
31) Fixed bug where objects would not draw the object icon when they dont have a sprite in the room editor
32) Added networking systems to the plugin, you can now select them
33) Added the ability to set language in preferences panel
34) Fixed an issue regarding GMK format 820, exported from GM:Studio
35) Events panel is now a modal dialogue, preference added for docking it as a panel
36) Added timeline information frame, both object and timeline info frames will tell you total number of lines of code now
37) Preferences can now be overriden by placing "" file directly next to the jar file allowing access to preferences not appearing in the prefs. panel you should also note "-en_US" may be different depending on your locale
38) Sprite previewer now has multiple file selection for adding subframes, simply hold ctrl while left clicking each file you want added
39) Fixed game information saving and loading
40) Fixed global game settings saving and loading
41) Added hotkeys for build menu
42) Fixed visual anomalies with script editor status labels caused by improper separator layouts and also adding padding for line numbers
43) Added Wrap at EOF option to the find and replace dialogue, or well, made it work anyway
44) Made opening project files that don't exist, mainly recent files that have been moved, throw an error message instead of not loading
45) Fixed the maximized window bug on Windows, it now properly remembers the state, this however is not implemented by the JDK only for Linux platforms, etc. and also discovered the registry error for preferences being caused by a nonexistent key
46) Added preference to dock the event panel the old way on the right
47) Fixed the red drag and drop action, it was causing an error as the image used for the arrows was moved around with lib files
48) Fixed bug with resource info frame horizontal scroll bar and select all
49) Fixed resources not being syntax highlighted, eg. scripts as functions, it was due to Josh telling me to leave the code from JEdit for the update keywords function, they will also show up in auto completion now
50) Fixed bad_alloc() caused by hitting any of the compile buttons too soon after opening LGM, the buttons will now only be enabled when you actually are able to compile without risk of crashing the IDE.
51) You should now be able to pass the first command line argument as which file you want LGM to open, does not work with the enigma.exe yet
52) Experimental GMX loading support
53) Implemented Shader resource
54) Fixed script context menu accellerators
55) On Windows GMX, GMK, and EGM, can now be made to open on double click either by double clicking one of the files or going to control panel and setting the default program for the filetypes to the enigma.exe
56) Fixed compile button on Windows not adding the .exe extension, it will only do it if you leave the file extension blank.
57) Compiled .exe's now contain your copyright info and game icon on the executable.
58) Added support to the sprite editor for loading the subimages of a GIF and not just the first frame
59) Redesigned Sprite Editor with zooming support and cut, copy, and paste for multiple subimages and between sprites
60) Redesigned Background Editor with zooming support and other information
61) Resource editors now display things such as RAM usage, etc.
62) Fixed sound frame from not letting you preview audio, mp3 is still not supported when previewing but you can still load and add them to your project, but you really should use OGG instead
63) Added text alignment options to game information
64) Multiple selection for the resource tree has been added, you can delete multiple resources now.
65) Updated action libraries
66) Various other bug fixes and improvements

If you encounter any issues or bugs I would appreciate it if you could file them on the LateralGM Github tracker, you may file them here on the site but I would prefer they be posted on LGM's tracker, but it doesn't matter. Please don't be afraid to report issues, if I do not know what they are I can not fix them.

ALLCAPS BOARD / Should we add a timeout option to account settings?
« on: May 16, 2013, 03:31:31 AM »
Yes we should I am getting annoyed with being told to proof read my posts more and being automatically timed out for my entire post to be gone, and the browser cache loosing it. We need an option for you to set your own timeout in your account settings, possibly to never if you so choose.  :)

General ENIGMA / LateralGM Theming
« on: May 06, 2013, 10:30:48 PM »

I am making several improvments to LGM.

1) You can select whether to use the Swing theme, native themes including specific built in GTK themes on Linux, the default will be the same it has always been, Swing
2) Preferences Dialogue with ability to choose the theme, customize code editor highlighting or select several preconfigured themes, and configure other editors
3) Script Editor Context Menu
4) Drag and Drop actions context menu
5) Run, debug, and find and replace buttons on toolbars, with icons
6) Added extensions windows
7) Context Menu and improvements to game information window
8) Object Information Frame added, and works %100
9) Drag and Drop is toggleable
10) Merged JoshEdit branch into main repository

Leave me any suggestions while I'm still at it :P

General ENIGMA / Critical Change, Function Renaming
« on: May 05, 2013, 05:53:09 PM »
I just want to discuss also that it is my intention once we have obtained GameMaker's entire userbase, to rename several functions.

For instance, d3d_model_create, would be just model_create, d3d_draw_model, would be model_draw(). The reason for this? Game Maker used to be only Direct3D, but now has OpenGL for its cross platform works, as does ENIGMA, so the whole d3d_* prefix is misleading and 4 extra characters you have to type. All the transform functions will lose d3d_* completely because they also work for 2D.

I just want to know what everybody thinks about it, if you would generally be opposed to it or what. Also I want to know would you rather it be an all at once thing, or groups of functions renamed in each monthly update until the entirety is renamed over the course of about a year. Thoughts guys?

Function Peer Review / Terrain, Volumetric Data and Marching Cubes
« on: May 05, 2013, 03:47:48 AM »
I also plan to implement some terrain and volumetric rendering functions. If you have every played Mine Craft you have experienced marching cubes in a game, for instance when you dig under ground, the terrain is actually volumetric.

Code: [Select]
terrain_create(pixelerror, tilesize);
terrain_set_position(id, x, y);
terrain_set_automatic_draw(id, auto);
terrain_set_material(id, mat);
terrain_get_height(id, x, y);
terrain_draw(id, x, y);

Post any suggestions you may have :P

Function Peer Review / Graphic User Interface
« on: May 05, 2013, 03:43:23 AM »
This is a set of functions I am going to add that become dependent on the set graphics system, they will make it easier to create textured controls and stuff.

Code: [Select]

gui_set_control_position(x, y);



Please post any suggestions or requests here before I get around to implementing these  ;D

General ENIGMA / Should Josh start merging the compiler?
« on: May 04, 2013, 12:34:35 AM »
Josh mainly has the compiler finished he just needs to add pretty printers, which basically come in handy for exporting to Java and making our HTML5 port etc etc

Now his parser/compiler is mainly completed and fixes event inheritance and all the little scripting irregularities, me and cheeseboys argument is that he should begin merging this stuff now, so that we can at least start making games, thats the only thing ruining compatibility right now, we need that now instead of waiting another 3 months for him to do pretty printers.

So please vote honestly  :)

General ENIGMA / New logo, make your own!!
« on: May 02, 2013, 08:58:32 PM »
WARNING!!! were not changing it, so please don't bark at me, i only spent 3 seconds doing it

This is in response to YYG changing theirs and Josh stating his distaste for the current one, so I opened up inkscape shat on the keyboard and walah...

I personally think #2 is headed in the right direction, but IDC, we don need a new logo.  :v:

Theres the YYG one...

Off-Topic / CLutter Buddy
« on: April 30, 2013, 12:10:14 AM »

Just browsin through here...  :D

General ENIGMA / CG Shader Compiler
« on: April 29, 2013, 02:59:10 PM »
As all of you already know in the new graphics system things such as fog and lighting must be redone using shaders. We are going to support the dynamic GLSL linking functions that I added for debug purposes, but the main shaders will be written in CG like Unity3D, Unity Labs also offer the source code to their shaders in an archive for download.

In case any of you do not know CG is a shading language that outputs both optimized GLSL and HLSL, meaning you write the shader once and it works for multiple graphics systems. This requires we integrate the NVIDIA CG compiler chain and tool kit, there is not much use of this yet being the way LGM is with such restrictive project hierarchies, but it does need integrated with the main engine.

General ENIGMA / DirectX Graphics System Port *Forthevin*
« on: April 29, 2013, 12:35:33 PM »
Ok as you all know I outlined or created the shell for my DX graphics port, now however the current MinGW version we use does not include the DX10/11 headers only the DX9 headers. This leaves us with two options...

1) Use a newer MinGW
2) Add Windows SDK as a dependency to the system

We would probably have to go through a bunch of bug fixes for MinGW but that's what I am most in favour of because there are no extra instalments required. The DirectX SDK is now a part of the Windows SDK since June of 2011, so you have to install everything with that and it takes about 3 hours. I would also rather not have to write it for Windows SDK and then have to redo all the make files for the MinGW headers.


I have got everything working with the Windows SDK and am able to include the DX10 headers, but I am not able to decipher a darn thing about this Windowing system or to be able to creating the d3d device from within the graphics system without screwing up the windowing system, could you possibly help in ambiguating the window class to work with the DX graphics system? You seem to know more about that part than I do  :(

It is also possible for us to static link DX10, MinGW does come with the DX10 and DX11 shared libraries, then no Windows SDK installation would be required, it just requires someone who knows what they are doing with the makefiles to set the system up for me :P I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 »