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Topics - Goombert

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Announcements / wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 03, 2013, 10:40:16 PM »

This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.

General ENIGMA / The World of Box2D Physics
« on: February 24, 2013, 10:44:41 AM »

We have a Box physics engine in the works you guys, I'll finish it up when I have more time  (Y)

General ENIGMA / Raspberry Pi
« on: February 08, 2013, 05:01:40 AM »
In case anyone doesn't know, the Raspberry Pi is a project to create a simple and inexpensive gaming platform for the price of only $100 with the ability to do Quake graphics, and all that hardware accelleration and what not it has.

Anyway, allot of people over the GMC seem to like the idea of having Game Maker available for it, however YYG is completely ignoring the advent of this platform. I was wondering what the community here thinks about porting ENIGMA to Pi? I am not sure what the popularity of the platform is going to grow into or whether it will be just a flop. But nonetheless id like to know what everyone thinks of it.

Proposals / Path Branching API
« on: January 23, 2013, 12:17:06 PM »
The standard path system used in Game Maker & ENIGMA does not allow for path branching. Path branching allows for more complex path systems where when an object following the path from one node to the next, it arrives at the next node being able to branch off heading to multiple other nodes. For instance, imagine a car heading down a street, when the car arrives at the four way intersection it has the possibility of going straight, left, or right, and this is quite complicated using the path system as it currently stands.

This is a set of functions I would like to propose in order to make this possible with ENIGMA without effecting the underlying system.

Code: [Select]
path_add_branch(index of the path, path node from, path node to)
path_insert_branch(index of the path, path node from, path node to, position to insert branch at)
path_set_kind(ind, val) add a new option for value eg. 2 for branched path
path_start_branch(path, speed, endaction, absolute) same parameters as path_start except endaction determines what to do when it reaches the end of the branch
 0 stop, this would allow the programmer to determine through code what to do next
 1 random, select a random node to move to next
 2 start over, go back to the last node and follow the branch again
 3 turn around and head toward the last node (going backwards on the branch)
path_position_branch, builtin variable to get or set the position of the instance along the current branch based off of path_position 0 to 1, 0 being the first node, 1 being the second
path_positionprevious_branch, same thing except get the previous position on the branch

This is not anything final, this obviously needs improvement, and suggestions are welcome.

General ENIGMA / ENIGMA the greatest game engine ever?
« on: January 06, 2013, 07:23:29 AM »
I came over here and registered to see what you guys have actually been up to. I've tested out the compiler and it's speed increases, but I want to know what exactly are you guys planning to do now that GM will soon be completely compiled and doing some stress tests I am able to get pretty similar results between you guys. I think if you guys need to realize you've already lost the battle and start moving away from the GM architecture of things and use your wrapper for your own custom designed open source game engine. Giving YYG a REAL, GOOD run for their money would be better for everybody competition between software developers usually brings out the best in both. So what are you guys thinking over here?

Edit: Also I am from the GMC and I come in peace  (Y)
I've been developing a 3D Mario clone in GM without the use of extensions...

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