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Messages - Goombert

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Off-Topic / Re: Developing Games
« on: September 19, 2017, 02:26:12 PM »
For me, it's honestly Windows and HTML5. It makes sense why YoYoGames focused on those platforms first because it's where everybody is mostly at. That may someday change, but until then it's only practical. I love open source and Linux too, it's really great at a lot of things, but Windows has its clear advantages.

If there wasn't something like GameMaker, I would honestly probably just write HTML5 games manually without any toolkit. Heck they run everywhere and I am skilled enough to produce most of the games I would be interested in making, the desktop provides nothing special. JavaScript is also dynamically typed with many features similar, and better in some cases, to GML.

Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 16, 2017, 04:26:04 PM »
Yes, the multi-textured terrain I started:

Look at TheExDeus's though, his is probably more correct than mine. What I am working on will be related to improving the shaders approach in ENIGMA, so I must focus on that.

Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 15, 2017, 12:34:49 PM »
Yes, but I think you have it backwards, this post over on the OpenGL forums suggests that in and out actually replace varying, meaning varying is the one that's deprecated:

The Wiki also says varying is removed:

Forgive me, it's been a while since I've worked with GLSL, been doing a lot of UI and higher-level things lately.

Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 14, 2017, 02:15:08 PM »
No you can use shaders in OpenGL1, just not all kinds of shaders and not all shader functions. Well technically you can use them and they won't fail on your computer because I don't think we are setting the context to actually use a specific core, but it will just fail if you release the game and somebody else's computer only supports OpenGL1. You probably don't need to worry about that though because Windows XP is almost dead (hard to kill, but it's almost there). SFML or SDL or something (I forget) is only OpenGL2 but it still has vertex and fragment shaders too.

This is definitely a bug, the question is what part.

So the way this works is the lgmplugin that plugs ENIGMA into LateralGM converts all your actions to GML code before sending it to ENIGMA. ENIGMA then converts the GML over to C++.

Judging by the output in C:\ProgramData\ENIGMA\Preprocessor_Environment_Editable\IDE_EDIT_objectfunctionality.h the bug appears to be in the plugin, because there should actually be a with(-1) meaning self around the action_move_to.

Code: (C++) [Select]
variant enigma::OBJ_object_Arrow::myevent_step()
  { if (timeline_running && timeline_speed!=0) advance_curr_timeline(); }
    if(action_if_variable(enigma::varaccess_Jump(int(self)), 1, 0))
    argument_relative = 0;
    action_move_to(enigma::glaccess(int(object_Ball))-> x + 5, enigma::glaccess(int(object_Ball))-> y - 20);
    if(action_if_variable(enigma::varaccess_Jump(int(self)), 0, 0))
    argument_relative = 0;
    action_move_to(100, 100);
  return 0;

This is a new issue that I am surprised wasn't reported before, either way I've filed a bug on the lgmplugin:

Not sure when it may be fixed, busy working on sumptin' TOP secret so you won't have to worry about this problem ever again.

Graphics and Video / Re: Enigma-related artwork
« on: September 11, 2017, 01:28:38 PM »
Go back to the main page and press CTRL+F5 to do a cacheless refresh.

And don't worry about tiling it really, once you see it on the Wiki it looks great.

Graphics and Video / Re: Enigma-related artwork
« on: September 11, 2017, 11:36:10 AM »
This is what I meant by making it repeating, take a look at the old bg image for the Wiki main page:

And thanks yeah that looks great, I just tested it out on the Wiki and it does look pretty sweet:

What do you guys think?

Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« on: September 11, 2017, 11:28:46 AM »
Videos are welcome too, I haven't really created a particular place for them on the Wiki though, but under Tutorials should be fine. And yeah sorry about that HitCoder, the "Documentation" page does include the part about being able to export pages, but I know that's not very user friendly. I will try to get this issue addressed at a later date after some other things. There are some more pressing things than our whole website right now since the completion of ActionMaker.

YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program. Ideally what I'd like is a bot that goes through our wiki and compiles it as a chm for download about once a week or manually when we tell it to.

One of these is what we probably need:

Nice work HitCoder, it seems you may have found an actual bug in the with() construct.

There was a case of with() smashing that was causing a memory leak in ENIGMA for a while, but Josh patched that.

It's possible his changes introduced this regression however, so you could try reverting his changes and see if it occurs.

Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« on: September 11, 2017, 05:52:02 AM »
It's funny you mentioned that because I was just cleaning up our documentation for a few days:

The Wiki has tutorials and stuff too but these here we consider the core documentation guide. Docs under documentation should provide about as much info as the GameMaker manual or the YoYoGames docs where applicable. Our Wiki has mainly 3 purposes and they are documenting the engine in a user-facing way (such as these pages on the Drag and Drop and events), documenting the technicalities of the engine, and documenting the technicalities of any related projects like IDEs.

Supplementary tutorials should go here:

The difference is that the core concepts guides are discrete and the tutorials may address one or many core concepts at the same time. Of course, you don't have to contribute to this documentation, it's purely a suggestion. But for everything outside of Documentation, such as Tutorials, you are free to contribute even GameMaker-only tutorials (though offering equivalent ENIGMA codes is helpful obviously).

Graphics and Video / Re: Enigma-related artwork
« on: September 10, 2017, 10:48:25 PM »
Hey, I uh, kind of really like it. Can I see a version of just the background by itself with no black overlay if you still have it? I might put that on the Wiki's background or use it for something else TOP secret. I don't just says things to make people feel good, this is really nice HitCoder.

Actually more so if you can make it like a repeating pattern like the lowercase "enigma" text in LateralGM's MDI area would be better. We could put that on the forum background too.

Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: September 08, 2017, 05:26:53 AM »
Hey, this is really awesome, keep up the good work!

Graphics and Video / Re: Enigma Wallpaper
« on: September 08, 2017, 05:26:32 AM »
I actually like that font, what font is that?

Oh boy, I can't really say without seeing how the "jumping" is done. I am also not that familiar with our collision systems, just never worked on them much. It might be helpful to post the relevant actions or code you are using to make the jumps.

Yeah, is that in the object that isn't drawing? Strange, and it's exactly what I've encountered before. Basically what I did is make all the general drawing functions go into a single vertex buffer before being sent to the GPU (this is called batching and GameMaker: Studio now does the same thing, it's faster this way). But if you change the drawing color, texture, or draw a shape of a different stride (any kind of a state change) it has to "flush" that vertex buffer to the GPU, as in actually draw the contents of the vertex buffer, clear it and start over.

Anyway, I basically just never added a check to draw the vertex buffer I think if no state change ever occurs, i.e. you draw a few things but never change the texture or color. That was a mistake and should be fixed in ENIGMA if I am truly remembering correctly. I could be wrong, I may have actually added such a check or it may just be malfunctioning in some other way.

One other thing you can try is to draw a circle in place of setting the drawing color to white.

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