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Messages - Goombert

Issues Help Desk / Re: game end EVENT issues
« on: May 24, 2014, 02:33:41 AM »
Yes you can but you may want to keep the id for thread_get_return or something, idk, it was just pseudo-code.

Issues Help Desk / Re: Weird sprite issue
« on: May 24, 2014, 02:32:05 AM »
Ben, I am also unable to reproduce this issue. What format are you saving in?

Issues Help Desk / Re: Weird sprite issue
« on: May 24, 2014, 12:01:57 AM »
Ben, when is the last time you updated? I don't recommend you do right at this moment because their is a steaming shit pile of Win32 code I am redoing, but just curious.

I already know what causes that for Direct3D, but I had no idea our Window code was this bad, the aspect ratio should have been applied to the the screen viewport, this is a real mess.

Yes, I already know, it's what I'm doing right now, I just got most of it fixed so that it stops doing that glitchy shit, if I hadn't of noticed the window moving like that I would have never discovered we were using two windows in the first place. Just be patient, not only do I have to recode all of this shit, I have to debug it all too.

Issues Help Desk / Re: game end EVENT issues
« on: May 23, 2014, 09:31:19 PM »
Just put this code in game end and make your myadvertisementscript set global.readtofinish to true whenever it is finished.
Code: (EDL) [Select]
global.readytofinish = false;
var thread;
thread = script_thread(myadvertisementscript, 0, 0, any other parameters...);
while (!global.readytofinish) {

It'll be slightly faster, and I've already uncovered a bug, we have the window being centered when switching rooms which is not supposed to happen, this is a can of worms.

Issues Help Desk / Re: game end EVENT issues
« on: May 23, 2014, 08:44:31 PM »
You could thread your code with script_thread and just block game end with sleep()

This has nothing to do with it, I just realized, there's some legacy code here causing games to essentially have two Windows, one is the child window for which graphics is rendered. I've managed to make it instant by removing this child, but I will have to recode some of the Window shit to make sure it works correctly. I don't know why we ever did it that way.

For me it delays the same amount of time in both graphics systems. GM8.1 and Studio do not delay at all. Should be just a matter of clearing the background in screen_init.

Edit: Upon further investigation, this is tricky, I tried clearing the background in screen_init where it is called by the roomstruct::gotome method which is followed by a screen_refresh, and it changed nothing. But also, it appears someone else already knew that it should be doing this. Replacing the screen_init call with screen_redraw doesn't affect any graphics system either,

Issues Help Desk / Re: game end event does not work !
« on: May 23, 2014, 04:36:27 PM »
Yes it was a few simple typos, the fixes are in a pull request already, but Josh has to review it first.

Proposals / Re: Improving room/level editor
« on: May 23, 2014, 01:05:15 PM »
I would do it if I had the energy, time and resources, but all I can ever manage is to try and ensure stability these days.

Works in Progress / Re: Project Mario
« on: May 23, 2014, 01:03:37 PM »
Darkhog, there is a video, I host them on my personal Youtube.  (Y)

General ENIGMA / Re: Enigma - first steps (programming)
« on: May 23, 2014, 01:02:31 PM »
Darkhog, just about 80% of GML is currently compatible in ENIGMA. Some places you may have issues are with arrays. The only reason we don't have near full backwards compatibility is because we have not integrated Josh's new compiler.

Proposals / Re: Better visual scripting
« on: May 22, 2014, 08:19:09 PM »
This is an interesting proposal, I've always been open to ideas of improving drag and drop to make the system more fluid and possibly integrated with scripting.