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Messages - Goombert

General ENIGMA / Re: LateralGM 1.8.5
« on: April 18, 2014, 09:34:09 PM »
Darkstar2, clear your recent files menu after you close that exception, then restart, it was one of the bugs fixed.

General ENIGMA / Re: LateralGM 1.8.5
« on: April 18, 2014, 09:30:27 PM »
I think 8 is in beta, I really can't tell. But I suggest you just stay on 7u55. There is no advantage just yet, and no LGM has not begun using any of the JavaFX dependencies yet or anything, that may in fact become a whole new project if it ever does, or rather if I ever get around to it.

General ENIGMA / Re: LateralGM 1.8.5
« on: April 18, 2014, 09:24:01 PM »
Yes I know that, I was confused too. I don't know wtf Oracle is doing, I now have Java 8 in parallel with 7. If you want to install 8, which I don't recommend having 2 JDK's installed, visit the following link.

Proposals / Re: Suggestion for LGM (improvements)
« on: April 18, 2014, 09:13:52 PM »
These need added anyway, we can look at them in the next version.

Issues Help Desk / Re: trouble seeing the run button on XP
« on: April 18, 2014, 05:01:45 PM »
My suggestion is to wait at least 24 hours, we are releasing a new LateralGM in a little bit.

Issues Help Desk / Re: trouble seeing the run button on XP
« on: April 18, 2014, 01:11:55 PM »
1) make sure you run ENIGMA with administrative priveleges
2) go to C:/ and create the folder "ProgramData" it does not exist on XP, but mingw/GCC (our compiler) requires a root path with no spaces to compile

Issues Help Desk / Re: ENIGMA on Ubuntu 13.10
« on: April 18, 2014, 01:09:56 PM »
Try java -jar lateralgm.jar we renamed it so that it won't change every time we release a new version. Sorry about that.

Works in Progress / Re: Man Boobs Are Candy Corn HD
« on: April 18, 2014, 12:15:55 AM »
Ima boob man.

General ENIGMA / LateralGM 1.8.5
« on: April 15, 2014, 11:25:34 PM »

NOTICE! You are advised to upgrade to the latest Java version, it will have the best performance and fix many security holes in many old Java versions. We would also like to start utilizing JavaFX features.

To try it out, simply update the following files from the extra packages page.
Then update from ENIGMA's master branch. You may also simply download the new Portable ZIP for Windows.

If you only want to test LateralGM out without the ability to compile games then you can just download the lateralgm.jar and open it and play with it. I highly advise you back up your projects in case anything goes wrong.

If you encounter any issues or bugs I would appreciate it if you could file them on the LateralGM GitHub Issue tracker, you may file them here on the site but I would prefer they be posted on LGM's tracker, but it doesn't matter. Please don't be afraid to report issues, if I do not know what they are I can not fix them. NOTE: Please see information about the new exception dialog below.

Change Log

* EGM format is now UTF-8 encoded. WARNING! Experimental, please back up your projects!
* Fixes GMX UTF-8 encoding for scripts and shaders, all other resources already had it.
* Fixes issues with the font editor so that it can support all Unicode characters and generate ranges properly.
* Patched exceptions in JoshEdit, Enter can now be used to safely complete the auto-completion window.
* New exception handling dialog, this will appear 99% of the time LGM encounters an exception and allows you to easily submit bug reports to the correct tracker, so if you submit a bug report it will automatically take you to the correct GitHub tracker where it should be posted. A picture of it is below.

* Implemented the find resource option in the main file menu, it is case sensitive and behaves the same as GM's
* Implemented the "Sort by Name" option to the resource tree.
* Fixed various inconsistent keyboard shortcuts. Shift+Delete now works on the resource tree again.
* Fixed multiple-selection and deletion, it broke when I fixed the behavior of the context menu for the resource tree, tested and it should all be good again.
* Adds multiple-selection and drag for the resource tree.
* Fixes the enter, delete, and insert key events, they now properly map the events and will save properly to all formats and work properly in ENIGMA.
* Fixes Progress Dialog exception when EGM is the first format saved.
* Fixed a typo in the GMX reader causing the object that a view is following not to be saved, it now writes and reads properly.
* Fixed delete event key in object frame, before if there was no events and you hit it an exception would occur because LGM was trying to delete the root node.
* Fixes exceptions relating to negative model selections in the resource tree.
* When saving a new GMX, LGM will now automatically create you a folder for your project.
* Other exceptions have been fixed and other improvements have been made as well.

Developing ENIGMA / Re: Game End Return Value
« on: April 14, 2014, 11:34:18 PM »
Troll. Anyway, I went ahead and overloaded it per Josh's instructions with an int parameter type for all platforms.

Documentation for the function is here.
This was the commit.

Proposals / Re: LGM Suggestion for Easy Resource Management
« on: April 14, 2014, 06:43:59 PM »
Both very good suggestions, the former is called refactor in Eclipse Java IDE. LGM could get something similar, I just don't have time. The second suggestion needs done already but I just don't have time. Nobody helps with LateralGM development.

Also, it would be better if you could file these on LGM's GitHub tracker and keep all of your suggestions in a single ticket. It will make it easier for me to remember to do it in the future.

Developing ENIGMA / Re: Game End Return Value
« on: April 14, 2014, 02:11:55 PM »
What Rusky? That doesn't make much sense.

General ENIGMA / Re: Unicode Fonts
« on: April 13, 2014, 04:47:35 PM »
After my last commit it is now working perfect, TKG's infinity symbol is also working now. After a few more improvements to LGM and stuff we can look to getting this release rolled out to everyone.

General ENIGMA / Re: Unicode Fonts
« on: April 12, 2014, 06:53:13 PM »
Quote from: TheExDeus
So we might as well have a custom implementation for it.
No, they all work fine including the new string_length_utf8, GM Studio's on the other hand is still not working as of v1.3

Off-Topic / Re: Outcast Reboot HD
« on: April 12, 2014, 03:04:32 PM »
Yup Harri, I was a tad confused myself. Voxel only refers to spacial differentiation, Minecraft and most Voxel engines are Volumetric, but Minecraft is vector graphics (OpenGL) and Voxel engines are usually raster graphics, that's the best way I know how to explain it.

I think a huge problem with kickstarter projects and the likes is lack of advertising, they don't broadcast what they're doing to reach a big enough audience.