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Messages - Goombert

121
General ENIGMA / Re: Brand New Here
« on: June 23, 2018, 06:37:18 AM »
Hi pavul and yes welcome! I believe we already met on Discord. Regardless, sorry I did not get to this last night, a car accident shut the electricity off right when I was going to start my reply until just now.

Allow me to address each of your questions directly.
Quote from: pavul
Radialgm it will be replacing lateralGM or enigma?
Yes and no, it will be another complementary tool for ENIGMA. Emake is already pretty much complete, minus our new EGM format we are still designing, and can be used in place of or along with LateralGM. RadialGM will be the same scenario because we have no current plans to end complete support for any of them. However, my own development focus is going to be shifting more towards RadialGM.

Quote from: pavul
is porting to mobile platforms in the work road?
Yes, if that was you I met on Discord last night, then you actually walked right into the middle of discussions about mobile. More on this later, but we're working on SDL and cleaning up our graphics systems to add OpenGL ES support. We're making considerable progress with that actually as fundies shared just the other day he has the SDL platform working in Firefox again using Emscripten.

Quote from: pavul
is lateralGM or Enigma still maintained?
Both are still maintained but my development focus has shifted to ENIGMA as well as RadialGM. The only attention LateralGM is getting is where it's absolutely necessary to continue to bridge the gap with the new Protocol Buffers and such.

Quote from: pavul
does this tool or team the goal of create serious or maybe commercial videogames? ( because i am )
Yes, and this is becoming ever-more increasingly one of our top goals actually. There are other supplemental goals as well though, just that I personally find it fun and I also like having my own hackable GM that I can just add my own stuff to.

Quote from: pavul
should i use LateralGM along with Enigma to deploy games or wait until RadialGM is released? ( because currently im working in a new game yet in development state)
For now, please continue to use LateralGM as it is the most feature complete. I will certainly be making everyone aware of when the RadialGM beta becomes available. To save yourself the hassle when the beta does arrive, you should use the newer MSYS2 setup if you are on Windows, or just use the regular Linux setup. This will ensure you have most of the dependencies installed through a package manager and you won't have to configure as much.


122
Announcements / Re: Announcing Patreon
« on: June 22, 2018, 03:20:09 AM »
This is a minor update on all the progress lately. In case anyone hasn't noticed, I've been continuously updating the list of patched bugs mentioned in the original emake video. And as you can see from the latest proposed PR, we've just about fixed all of them: https://github.com/enigma-dev/enigma-dev/pull/1279

We're still working on this and cleaning up a lot of old code.

Fundies (aka Cheeseboat) has created a video of setting up ENIGMA/emake/LateralGM using the new MSYS2 setup on a Windows 10 virtual machine. The reason for using a virtual machine is so that we can demonstrate to you the reproducibility of a setup in a "clean" environment.
https://www.youtube.com/watch?v=tAejbYc3LRI

We hope that some may find that video useful. If enough people request, I will take the time to cut the video shorter, annotate it, and add a voiceover. It's worth mentioning that when the RadialGM beta comes, it will be much easier for you to try it out if you already have an MSYS2 configuration, so it's a good time to jump on that if you're antsy.

More news to follow!

123
Announcements / Re: RadialGM
« on: June 18, 2018, 01:31:12 AM »
Qt Framework is being used for the GUI controls and it's using a data model layer (from MVC architecture) that is powered by Google Protocol Buffers.

124
Issues Help Desk / Re: Forum registration issues
« on: June 18, 2018, 01:30:07 AM »
Hello, and welcome! No you've not stepped into some secret society. Sorry for the confusion, but this is Josh's anti-spam technique that he's used here for some time. I can maybe bring this up to him when I next see him, perhaps we could extend it with additional names now since there have been a lot more new people.

Feel free to look around and ask questions on the help desk if you get stuck at all. We also hang out in Discord, which tends to be more active:
https://discordapp.com/invite/Kz67atZ

125
Issues Help Desk / Re: Keeping assets outside of executable
« on: June 13, 2018, 01:18:04 AM »
Yeah, I totally get your point of view Wendigo, I don't have strong opinions on this. I think the ENIGMA case is unique though, just considering the history of YoYoGames, I can understand some of the concerns. I was just trying to provide context by sharing some views and perspectives I've heard on the matter.

126
Issues Help Desk / Re: Keeping assets outside of executable
« on: June 07, 2018, 01:36:58 PM »
Yeah TKG is right again, and the WINE developers probably saw very little of that profit/growth/gain. This is actually Josh's concern, not originally mine, but it does concern me too. Basically, just imagine if a company like YoYoGames were to grow out of ENIGMA as opposed to having grown out of Mark Overmar's original project. I think a lot of people would probably hate that.

Quote from: Wendigo
Furthermore If someone really could force me to release the source of the game I could simply exclude the assets as they have a different license. The source of a game without the images, sounds, music and videos is pretty useless so one could prevent others to just publish your game elsewhere for free since recreating the assets is a lot of work.
Right, I think this is the source of my confusion. Because when you release your game your license should just state the license of the assets separate from the license of the code. I'm going to ask Josh, since he knows a little more, just how big of a concern this is.

Also, the secret feature is related to one of ENIGMA's oldest features that people have asked a lot about. So there's technically 3 features here, the one is basically the same as the zlib request except for everything, and the other is a much much more powerful feature.

127
Issues Help Desk / Re: Keeping assets outside of executable
« on: June 06, 2018, 04:01:03 AM »
These guys are right on the money with their advice Wendigo. ENIGMA does support replacing resources that are from the IDE, just like old GM. We will continue to support this for the foreseeable future, even with RadialGM, as there is no reason not to and I'm not really sure why they don't. We also have a secret feature we would like to do that's related to this but are not saying anything yet.

I am not exactly sure I understand the issue here though. You really do not need to concern yourself with the licensing of the engine, because we will work out an exception, the only reason we haven't yet is out of fear of what happened to the WINE project basically. I believe this discussion is actually about GPL-licensed assets, as in, just the sound/image data. I am not too familiar with the restrictions of this myself, but I find it surprising that you would need to externalize the assets just as you would code.

Quote from: Wendigo
Unfortunately that approach degrades the game engine to a mere game framework since you can't really use the the room editor anymore and need to keep track of the assets by hand without a visual representation of them inside the IDE.
Yeah, some of the secret stuff we have may address exactly this, if we can pull it off.

Quote from: Wendigo
The ideal solution would be an option in the project settings that enables automatically copying the assets in separate folders and pointing the paths to that location when the game compiles.
I see, thanks for raising these concerns, because they are relatively new to me and it helps to know what Blender does as well. We are changing a lot of stuff with emake/protos/RadialGM and are also planning to look at decoupling the asset compilation from code compilation, as GM itself does. With this accomplished, a checkbox to do exactly this would be extremely easy, but it's also related to our other secret feature.

One of ENIGMA's oldest open issues: https://github.com/enigma-dev/enigma-dev/issues/24
Is also related to this, because some people would like their resources not to be zlib compressed when attached to the executable.

I'll keep this in mind and also update everybody if we do get these features out.

128
Works in Progress / Re: Pacman for Linux demo
« on: May 22, 2018, 08:15:42 AM »
Nice to see a Windows version hpg, thanks for that!

I finally got the chance to give it a go, and overall I'm impressed and had fun. I'm going to be totally forthright about my entire experience.

First the good:
* I liked the background music right from the start. That James Bond-esque tone it sets made me chuckle but I overall found it fitting. Believe it or not you kind of have me wanting to design some kind of 2D spy game (though I've had interest in this idea for a while).
* I don't know if some of the non-character tiles and sprites are inspired by the original Pacmans or not (I believe the potions are original?), but I liked them because I found them unique but also consistently employed throughout the levels.
* I'm a huge fan of the bonus levels, but I do not know if this is an original idea. Regardless, it's employed well because it kept me engaged with the game. I'd be quick to give up with the original Pacman if not for these levels. When I made it to the bonus level I felt relief and like I had a real chance to do an easy level. Who honestly doesn't love this technique when it's employed game design?

Some bad:
* I find the controls really hard for making quick directional changes around a corner. The timing has to be just perfect and I find it a little too difficult.
* I can't tell for sure if it is intentional, but I noticed on latter levels that sometimes the ghosts that go offscreen do not come back right away.

Overall, it's really looking good so far, I actually enjoyed playing it this morning! (Y)

129
Finished Games / Re: Key to Success
« on: May 22, 2018, 07:50:03 AM »
Well, that may be a bit of overstatement to say it's been here since ENIGMA came into existence because at first ENIGMA did not even have a room system. Perhaps it has been here since the room system was added, but that's besides the point. We don't need to analyze the git blame in order to fix it, I just meant that it was never noticeable enough that I consciously payed attention to it before. Again, on my end the flash of black is mere milliseconds. Also it's possible that if it had ever occurred before I may not have seen it due having vertical synchronization disabled (which can lead to ENIGMA and GM rendering more frames than the player actually sees).

130
Announcements / Announcing Patreon
« on: May 20, 2018, 01:21:16 PM »
In this post, I want to talk a little about where ENIGMA is headed and what we are trying to achieve.

As many of you saw, I recently announced that RadialGM is being developed and that I have intentions of making it a fully-featured IDE. Accomplishing what we have so far has not been an easy task. It has already taken several months to develop the new architecture and continuous integration platform. As I've said, I'm very happy with the results, and I think that when the IDE does become stable, it is going to be a tool that once ENIGMA users try it, they won't want to ever go back to the way things were.

YouTube demonstrating emake, libEGM, and libProtocols: https://www.youtube.com/watch?v=f_bWMx1Uhxc

Just since this video was made a few of the bugs mentioned have been fixed and for the first time in years ENIGMA has an issue count in the double digits (at this moment 84).
https://github.com/enigma-dev/enigma-dev/commit/cd7ffc26fbc16355599305848b6d1310aa9ecafb
https://github.com/enigma-dev/enigma-dev/commit/6196449e986765f568098ede47e6a62621701a3f
https://github.com/enigma-dev/enigma-dev/commit/e853744cbb79bf3b22df8ce9dfd783bf4b495fec
https://github.com/enigma-dev/enigma-dev/commit/f574a63563d2523ba46a0e782f17c16edd0a76be
https://github.com/enigma-dev/enigma-dev/commit/53d9a2f71c82404c3a41d7a54841e6c6e4f0e19b
https://github.com/enigma-dev/enigma-dev/commit/4c20a1915a5129493fa946c0088dab38b3dc7c7c

Proposed, but not yet merged:
https://github.com/enigma-dev/enigma-dev/pull/1279
https://github.com/enigma-dev/enigma-dev/pull/1288

There are a number of tasks left to be completed before I believe the IDE and new setup can really be rolled out to everyone. I also believe that this work is going to require a few months of development. I've been preparing to launch a Patreon page for the community to get involved and help support the project: https://www.patreon.com/radialgm

We chose Patreon in particular because we did not want to pressure anybody into funding the project, but we value donations and contributions from the community and feel that they should be rewarded. Through Patreon's platform, we will be able to transparently fund the new IDE and give the community things like special Discord roles, recognition in the new IDE, and early and privileged access.

131
Announcements / Removing Glew from the Repository
« on: May 12, 2018, 07:48:47 PM »
Fair warning, I'm about to remove glew from the repository and from now on it will be obtained via your package manager like the rest of ENIGMA's dependencies.
https://github.com/enigma-dev/enigma-dev/pull/1226

Josh felt it appropriate to warn everybody, and I agree. If you update to master now you will need to have glew installed:

Quote from: Ubuntu apt-get Glew
sudo apt-get install libglew-dev
Quote from: Arch Pacman Glew
pacman -Sy glew
Quote from: MSYS2 Pacman Glew
pacman -Sy mingw-w64-x86_64-glew
Quote from: Mac Brew Glew
brew install glew

This is important because ENIGMA should not distribute its dependencies this way. For one, they are not our code and distort the code coverage, and second they end up getting really old and crufty (like the current glew) which also leads to security vulnerabilities.

132
Finished Games / Re: Key to Success
« on: May 12, 2018, 06:46:16 PM »
Quote from: time-killer-games
noticeable flash of a "black screen"
I'm sorry I did not notice that before, so in general I'd say both are fast. I don't know what is causing the black screen (I can reproduce this/do notice it now that you pointed it out) but that should definitely be looked into, I have a feeling it may not occur if you were to set the Direct3D9 graphics system (but I think you may have already done that, I forget). I'm just guessing here that it's a vertical synchronization issue with OpenGL. Can't comment on which is actually faster, just because there's a black screen doesn't necessarily mean ENIGMA is slower, GMS is just keeping the last frame showing while blocking during the next room load (my guess). I can't say until we have additional benchmarking and performance querying capabilities. Regardless, I think both are fast.

Quote from: time-killer-games
None of the enemies or obstacles that can kill you are able to do so from where you are standing at the beginning of each level, so I'm not sure what you mean here either.
Sorry, I wrote this early in the morning, so my thoughts were all over the place. I wasn't making a direct connection between the two start levels just in how your levels seem to use the same approach. Once you get past the first obstacle, the rest are a lot easier. The first obstacle is typically the "key" to figuring out how to do one of your entire levels.

Quote from: time-killer-games
All that was very nice of you.
You're absolutely welcome. Just a little reward for everyone here that has supported ENIGMA. Also, in general, it's nice to let the community share the spotlight since everybody here plays a role in ENIGMA's success to some degree.

That said, I did not put it on ENIGMA's Twitter yet, is that also something you'd be interested? I just like to have relevant things to share with the Twitter followers from time to time and this is a good example. Let me know.

133
Works in Progress / Re: Pacman for Linux demo
« on: May 12, 2018, 06:35:57 PM »
Hey Hugar! The game is looking really good, and I did mention to you I felt the playback in your YouTube video seemed really smooth. I can't actually test it because I'm on Windows and I don't have easy access to Linux right now (my VM instance is totally fubar). Regardless, I'll gladly test it if/when you do get that Windows version out.

In regards to some issues you were facing, I'm going to go test some stuff right now in regards to the xstart and let you know. Keep up the good work (Y)

134
Announcements / Re: RadialGM
« on: May 12, 2018, 06:10:01 AM »
Hey BPze! The issue I closed I hope I did so in good faith because I will get around to those missing events, just trying to organize all the open issues. A lot of issues being closed have actually been resolved, some by GCC themselves, some by us, and some didn't have enough info to go on.

Quote from: BPzeBanshee
This work on not only a new IDE but a consistent and stable way of using ENIGMA sounds promising
I really hope so, what I've been trying to express to people is that this time will be different not just because we're all more experienced programmers. We have this down to a science now thanks to continuous integration where we can verifiably fix bugs and create a test that, like I've been saying, makes sure they never come back.

Quote from: BPzeBanshee
stupid amount of hoops to get it to work like I did last time I'll be happy to test my projects on it again in the future.
I agree, and we're still thinking about this problem, but the new setup I am using is MSYS2 based. So, what we want to shoot for will probably be something a lot like MAME. I am actually glad you linked that because I've actually already looked at it for this haha. But most importantly Java won't be required unless you want LGM over RGM, that's clear already.

Quote from: BPzeBanshee
I think I understand the reasons for why writing support is being dropped given YoYo's tendency to change how they themselves write to it,
I know that this is a hard one for people to grasp at first, but it doesn't mean it won't be possible. It just happens that it won't be easy to export back to GMX because we have, for example, no need to use proto options to distinguish which fields are nodes and which ones are attributes. In order to write GMXs, we would actually need that kind of field description. In other words, the writers are much uglier than the readers (but I will tell people how to create/code them if they want to do so). However, I may not allow them or protest if somebody tries putting them into the ENIGMA main repo.

This hits right at the central idea of RadialGM, the fact that it's an "ENIGMA" IDE and not a "GameMaker" one. Doing this does simplify a lot, and not just the readers, but also the complexity of the UI. For LateralGM to do what it did, it had to have a UI option for everything every GM format ever supported (and that kind of makes its UI ugly).

Quote from: BPzeBanshee
but EGM has never been reliable in the time that I've spent looking at this project and as a binary flat ala GMK I'm not sure limiting export options to that is a good foundation.
I can understand these reservations due to my own mishandling of the lgmplugin in the past. But the idea is to make the format totally complete from the very beginning and only rarely needing changed. When it does happen to need changed, the protos make that easier because they are automatically backwards compatible and binary compatible with ENIGMA itself (hence no need to update a plugin or jar file). Also, we will ofc have an EGM project in the CI testing this time around to make sure silly stuff doesn't happen. Finally, it's not limiting the export actions as I described, just limiting the save function (I am conceptually making a distinction between exporting and saving here).

Quote from: BPzeBanshee
Also, will RadialGM work like LateralGM in that it'll function for at least the purpose of opening and viewing projects without ENIGMA necessarily set up? This and the GMK format support were LateralGM's biggest strengths.
This one is a bit of a tough question I don't necessarily want to answer just yet. I want to say it's unlikely because the protos themselves as well as libEGM (which loads GMK etc) resides in ENIGMA's main repo. The reason is because emake itself depends on it and we use emake to test ENIGMA from Travis/AppVeyor to prevent it from breaking. So the protos again, pretty much "belong" to ENIGMA and ENIGMA now actually understands what a GM project is. Hold that thought for a second, when I consider this myself, in retrospect it seems really insane that previously ENIGMA didn't understand any GM projects when it itself is a GM augmentation.

Quote from: BPzeBanshee
extra components to slot in from Dropbox links.
Yeah, there won't be any dropbox links unless you go the LGM route. And we'll probably submit an actual ENIGMA/RadialGM combo package to the MSYS2 maintainers.

I hope that answers most of your questions and gives you a little more insight into the thinking behind this/the justification for these decisions. For the most part, all of this will be worked out in time, and I definitely hope you get a chance to test this thing (Y)

135
Announcements / Key to Success Release
« on: May 07, 2018, 03:22:57 AM »
This is a community announcement on behalf of time-killer-games



Key to Success is a free and open source 2D indie platforming game that is compatible with ENIGMA and GameMaker. The game was built with ENIGMA with minimal issue and we are proud to showcase it as compatible with our engine. Please check his official topic for more details + download: https://enigma-dev.org/forums/index.php?topic=2764

Note: This topic is locked and cannot be replied to directly. If you are working on a game in ENIGMA or have a compatible GameMaker game that you would like to showcase, please let us know.