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Topics - Goombert

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46
Announcements / Java Easy Image Editor 0.0.1
« on: December 09, 2014, 07:54:58 PM »


I decided to start doing some work on JEIE and bring it up to speed with our other projects. This project was started as simply a basic cross-platform image editing program for those familiar with GM's. This is the first release in over two years, so please bare with me here. JEIE can be used as your GM or LateralGM image editor, or on its own as a separate program. We will probably never redistribute it as part of any official distribution, it will always be a separate program.

You can download the latest jar from the Extra Packages page.
Download: http://enigma-dev.org/docs/Wiki/Install:Extra_Packages
Size: 162.72 KB

Change Log 0.0.1
Regressions that were introduced in and then fixed in this version are not listed here.

https://github.com/IsmAvatar/JEIE/pull/9
https://github.com/IsmAvatar/JEIE/pull/7
https://github.com/IsmAvatar/JEIE/pull/6

1) Outlined resource handling class for i18n, image, and keyboard configuration.
2) Replaced all copyright headers with the doxygen format because it allows us to describe each file, among other tings. All copyright names were simply copied over and I added the copyright header to my new class, please double check I updated the copyright headers correctly.
3) Added tooltips to all buttons on the main toolbar.
4) Added missing keyboard shortcuts to every menu item I could.
5) Added translations everywhere I could.
6) Improved the unsaved changes dialog to have Yes (opens a save dialog), No (closes without saving), Cancel (stops the program from closing)
7) Added the missing edit menu where cut, copy, and paste should go in the future.
8) Translated the tool panel as well.
9) Added missing round rectangle tool (with the same arc width and height as GM) and the paintbrush tool suggested in #13
10) Implemented frame preferences handler to remember the maximized state and bounds of the window, uses the key "org/jeie"
11) Added a dialog that now asks for the size when creating a new image.
12) Added a jar description and manifest for building the application jar.

47
General ENIGMA / Code Action Comments
« on: December 07, 2014, 06:41:41 PM »
This has been in Studio for a while, you can use /// on the first line of code action to change its descriptive label. I just want to know what everyone thinks of this feature, maybe we could add it to LGM or not, would just like to know what people think.


From the GMC:
http://gmc.yoyogames.com/index.php?s=2dbd49a45df4db76813855b67a017983&showtopic=646815

48
Off-Topic / Contributor Status
« on: November 04, 2014, 09:03:55 PM »
I would like take to a moment and welcome sorlok and egofree both to official contributor status on the forums because of their awesome contributions to the project. You have both been immensely helpful to me, the project, and other users and forum members here. I like having you both as contributors of LGM and ENIGMA, you are both extremely personable and reasonable people and it has been a pleasure working with you both.

Congratulations, you've earned the title!  :D


Note: New assignments to git privileges are not being administered at this time.

49
Off-Topic / Windows 10 Package Manager
« on: October 29, 2014, 03:20:42 PM »
Well well well. Windows 10 will have a package manager that will make Windows development just amazing, we may finally be able to create a proper Portable ZIP and allow MinGW installations. This is honestly the greatest news ever!

http://www.extremetech.com/computing/192950-windows-10-will-come-with-a-command-line-package-manager-much-to-the-lament-of-linux-users



Even those of you who want to go ahead and start using PowerShell can, I was only vaguely aware of its existence, it has rectangle select as well. The only downside is that it is built on the .NET framework, it opens at about 45 MB ram usage for me where as regular cmd opens at 0.3 MB.
https://en.wikipedia.org/wiki/Windows_PowerShell

50
Tips, Tutorials, Examples / GameMaker 8.1 Icons
« on: October 29, 2014, 01:12:53 PM »
I used the following tool to extract the icons from GameMaker 8.1, and you will need to download it in order to do this yourself.
http://www.nirsoft.net/utils/iconsext.html

Follow these steps to create the icon pack.
1) Open LateralGM and set the icon pack to "Custom"
2) Set the folder path for the custom icon pack if you wish, by default I will just leave it to the icons folder next to lateralgm.jar
3) Close LateralGM
4) Create the folder called "icons" from step (2) next to lateralgm.jar, usually in the enigma-dev folder
5) Copy your icons to this folder in the correct structure, e.g, using the same filenames as LGM does. Look at the Calico built-in icon pack as an example, you will need to organize the icons into the folders "actions", "events", and "restree" inside your icons folder.
https://github.com/IsmAvatar/LateralGM/tree/master/org/lateralgm/icons/Calico
5) Start LateralGM and the icon pack should have loaded


51
Off-Topic / Windows 8 Virtual Desktops
« on: October 20, 2014, 02:59:38 AM »
No joke, it's been built into Windows since XP, and Microsoft has an installer for you to access the hidden feature, so it's not a rough hack.
http://www.tekrevue.com/tip/virtual-desktops-windows/


52
Announcements / Java 8 Stable
« on: October 17, 2014, 10:49:34 AM »


That's right, Java 8 has finally entered the stable release channel at Java8u25
https://java.com/en/download/index.jsp

I have to encourage everyone to update as soon as you possibly can. The new version of Java integrates JavaFX into the standard Java library providing CSS support, 3D graphics, MP3 audio playback and a ton of other features that we want to be able to use in LGM like SVG graphics with the widespread adoption of the new Java. Project Nashorn is also new which is a JavaScript parsing engine, allowing essentially LGM to provide JavaScript extensions like Unity3D.

https://en.wikipedia.org/wiki/Java_version_history#Java_SE_8_.28March_18.2C_2014.29
https://en.wikipedia.org/wiki/Nashorn_%28JavaScript_engine%29
https://en.wikipedia.org/wiki/JavaFX

It also seems likely that this will be one of the most quickly adopted Java versions ever.

http://www.marketwatch.com/story/oracle-highlights-continued-java-se-momentum-and-innovation-at-javaone-2014-2014-09-29
http://www.theserverside.com/news/2240232875/Will-Java-EE-8-adoption-outpace-previous-releases

53
General ENIGMA / Who fixed arrays?
« on: October 10, 2014, 02:42:33 AM »
I was going to do a little something, and realized that arrays were fixed. I can't quite recall who or what fixed them or when they did it, but they do seem to work now.

The following builds fine for me on the latest master.
Code: (EDL) [Select]
var ass;
ass[0] = 69;

show_message(string(ass[0]));

Whoever it was, thank you!

Additionally that thing I was trying to do was provide an array length function, but sadly JDI fails to parse the templates, it keeps saying the function is undefined unless I change the parameter
Code: (C++) [Select]
  template <unsigned array_size>
  unsigned array_length_1d(variant (&v)[array_size]);

54
Off-Topic / BlitzBasic Gone Free and Open Source!
« on: October 10, 2014, 02:12:13 AM »
I've always been a big fan of the BlitzBasic engine and products, though never really having used them that much, I liked the environment much better over GM. It made it very easy to manage objects and everything from code and for novices to learn without having to create excessive GUI infrastructures. Well anyway since Mark Sibly is focused on Monkey X now, they've put Blitz Plus and Blitz 3D up for free. Blitz Max and the programming manual are still being commercially sold.

http://www.blitzbasic.com/Products/_index_.php

You can read the official announcements on the home page and the forum threads.
http://www.blitzbasic.com/Home/_index_.php
http://www.blitzbasic.com/Community/posts.php?topic=102907
http://www.blitzbasic.com/Community/posts.php?topic=102473



Anybody not already aware, Monkey X is an open source cross-platform game engine with the BASIC programming language as well, sort of based on BlitzBasic. For $100 it can export to numerous modules including Android, Playstation, Xbox, and other platforms. The IDE is built, quite evidently, with the Qt Framework, and it's a very nice IDE.
http://www.monkey-x.com/


55
Tips, Tutorials, Examples / 1945 and other Mark Overmars Tutorials
« on: October 10, 2014, 01:35:03 AM »
As you all probably know, most of the Mark Overmars examples work in ENIGMA without many issues. I just want to list these here for anybody who needs them.
http://sandbox.yoyogames.com/make/tutorials




Some of the games such as the FPS tutorial and the parallax scrolling/scaling examples need you to change collision functions for != noone just like you would have to do with C++

This is because ISO C99 defines boolean true as any non-zero value but GM8.1 only considered numbers larger than 0 as true.
http://enigma-dev.org/docs/Wiki/Instance_and_Motion_Functions

56
Tips, Tutorials, Examples / One Script Pong
« on: October 10, 2014, 01:20:17 AM »
I saw this example and immediately thought of all the Dreamland script kiddies, it's pong in one script. However it will need slightly changed to work with ENIGMA just like Studio, follow the instructions in the script. Additionally because of current bugs in local access from scripts you will need to place the remaining code into the actual draw event, nothing should be left in the script.

All in all, it's a pretty cool example but by default the paddles are extremely slow!

Here is the script I pasted for convenience so you don't have to download.
http://pastie.org/9636536

This is the forum post where you can obtain the original.
http://gmc.yoyogames.com/index.php?showtopic=605813


57
Graphics and Video / 3D Tutorial Resources
« on: October 10, 2014, 12:56:45 AM »
These 3D tutorials have no example files so not sure whether they will fully work with ENIGMA or not. However they do include videos and the assets to create the 3D games which I thought people may find useful.
http://gmc.yoyogames.com/index.php?showtopic=625302



The tutorial also shows you how to model a basic gun.




The whole package can be downloaded from the sandbox as well.
http://sandbox.yoyogames.com/games/227608-gm-3d-video-tutorials

58
Tips, Tutorials, Examples / Rewind Space Time
« on: October 10, 2014, 12:44:54 AM »
This example shows you how to rewind a game, it requires one tiny change.

http://gmc.yoyogames.com/index.php?showtopic=638849

The room creation code needs to declare the i variable for some reason, simply change it to the following. We will need to investigate the bug.
Code: (EDL) [Select]
for(int i=0; i<10; i+=1)

59
Tips, Tutorials, Examples / Analog Clock Example
« on: October 10, 2014, 12:41:33 AM »
This is a nifty example showing you how to use the date and time functions to create an analog clock. Once again thanks for the extension TheExDeus!  (Y)

http://gmc.yoyogames.com/index.php?showtopic=638858


60
Tips, Tutorials, Examples / Rain Particle Example
« on: October 10, 2014, 12:39:18 AM »
This is a nice example I found on the GMC that works perfectly out of the box with no changes.

http://gmc.yoyogames.com/index.php?showtopic=639854


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