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Messages - Goombert

1726
Developing ENIGMA / LateralGM Studio Plugin
« on: February 21, 2014, 10:19:21 AM »
Ok so, I am working on the next part of LGM's developing, which is bringing GMX and GMK support closer together, such as multiple configuration files.


I've been thinking about making a Studio plugin using their asset compiler that would basically allow you to use LateralGM in place of GM's IDE and allow you to build projects. This could be a means of increasing LateralGM's userbase, and I am wondering what everyone thinks about this.

1727
Issues Help Desk / Re: Sprite_add crashes
« on: February 20, 2014, 12:18:52 PM »
What size is the image?

1728
Works in Progress / Re: Dungeon Blabber
« on: February 19, 2014, 08:33:29 PM »
lol, TKG, there's no need to be politically correct, I am open minded and could enjoy any sort of tale really. Your devily art does kind of scare me though, quite literally. But it doesn't matter what you make, so long as it kicks ass.

1729
Issues Help Desk / Re: How to use cyrillic fonts?
« on: February 19, 2014, 07:07:32 PM »
Quote from: TheExDeus
Then you are stupid, because how do you expect to see difference in extended ASCII font when you only see "AaBbCcDd"? I was referring to the fact that you actually need to see the whole 0-255 range to see the difference in character set.

Hardly at all, I went and ran the test in Studio, and with 0-255 I noticed no differences between the fonts as you can see in the following image. Ran the same test on 8.1 and didn't notice any differences, until I changed the Charset option to Russian.


Quote from: TheExDeus
I just searched for GM:S font dialog and I must say it's quite good.
I have to argue ours is less fucking glitchy and doesn't restrict the character ranges.

Quote from: TheExDeus
Then you just loop the strings, find a char in map, and then draw from texture. For now it seems LGM has the hard part here. In ENIGMA we just need all chars to be wide chars and strings as wide strings.
That's essentially what needs done for font_add_sprite_ext, so similar shit also needs done ENIGMA side.

1730
Issues Help Desk / Re: How to use cyrillic fonts?
« on: February 19, 2014, 01:38:16 PM »
Harri, are you blind, the screenshot shows the option in 8.1

1731
Issues Help Desk / Re: How to use cyrillic fonts?
« on: February 19, 2014, 11:34:03 AM »
Jash, look at the font editor, LGM's new one lets you pick multiple ranges. Also, Arial Baltic and all that shit just looks like regular Arial to me, I see no difference in Studio's font editor.

For instance I only get Cyrillic fonts in GayMaker 8.1 Standard when I select Russian Charset.

1732
Developing ENIGMA / Re: JDI NewTemplates branch
« on: February 19, 2014, 11:25:15 AM »
@JoshDreamsex
Fuck all this noise.
And your little dog too.

1733
Developing ENIGMA / Re: JDI NewTemplates branch
« on: February 19, 2014, 11:14:22 AM »
I decided to just do that one header and got this.
Code: (Bash) [Select]
Owner@OWNER-PC ~/Desktop/ENIGMA/enigma-dev/ENIGMAsystem/SHELL (master)
$ g++ -E newsballs.cpp -o preprocessed.cpp
In file included from c:\users\owner\desktop\enigma\mingw32\include\c++\4.8.2\ba
ckward\hash_set:60:0,
                 from newsballs.cpp:47:
c:\users\owner\desktop\enigma\mingw32\include\c++\4.8.2\backward\backward_warnin
g.h:32:2: warning: #warning This file includes at least one deprecated or antiqu
ated header which may be removed without further notice at a future date. Please
 use a non-deprecated interface with equivalent functionality instead. For a lis
ting of replacement headers and interfaces, consult the file backward_warning.h.
 To disable this warning use -Wno-deprecated. [-Wcpp]
 #warning \
  ^

Owner@OWNER-PC ~/Desktop/ENIGMA/enigma-dev/ENIGMAsystem/SHELL (master)
$


Here is the output of preprocessed.cpp
https://www.dropbox.com/s/mn00ki6bvl5vz9g/preprocessed.cpp

1734
Issues Help Desk / Re: How to use cyrillic fonts?
« on: February 19, 2014, 11:05:11 AM »
Quote
I don't think you understood what Josh meant by unicode. Unicode has 110187 characters... do you really think it will be practical to render them all on one texture? Even if on average one character would be 8x8 pixels (tightly packed), it would still end up 7051968 pixels and that is a minimum 2656x2656 texture, probably rounded up to 4096x4096. Maybe one texture like that would be possible. But most usually you just require certain ranges.
:o
Well it's possible now with LGM's new font editor.

1735
Developing ENIGMA / Re: JDI NewTemplates branch
« on: February 19, 2014, 10:55:33 AM »
Josh, I get this error on Windus.
Code: (Bash) [Select]
Owner@OWNER-PC ~/Desktop/ENIGMA/enigma-dev (master)
$ g++ -E ENIGMAsystem/SHELL/SHELLmain.cpp -o preprocessed.cpp
In file included from ENIGMAsystem/SHELL/SHELLmain.cpp:38:0:
ENIGMAsystem/SHELL/Universal_System/spritestruct.h:24:47: fatal error: Collision
_Systems/collision_types.h: No such file or directory
 #include "Collision_Systems/collision_types.h"
                                               ^
compilation terminated.

Owner@OWNER-PC ~/Desktop/ENIGMA/enigma-dev (master)
$

May I also suggest, feature freeze on ENIGMA's repo?

1736
Issues Help Desk / Re: How to use cyrillic fonts?
« on: February 19, 2014, 10:52:48 AM »
Quote from: JoshSexDream
The underlying issue here is that GM/ENIGMA use sprite fonts, so including all of unicode can't happen, which is why we need you to pick a range at all.
I would like to go ahead and dispute that. How big of an issue is it really? Because once they are packed and sized up to a power of two texture, they still leave fucktons of space left on the texture anywho. People don't generally use very big fonts to render generic text either, if they use big fonts it's usually in a logo. To be honest, once texture atlasing is added to LGM and then I add it to ENIGMA, I'd be perfectly fine if ENIGMA just rendered all character ranges. I mean fuck we're talking about a few kilobytes.

Here is information on Unity3D which explains what they do.
http://docs.unity3d.com/Documentation/Components/class-Font.html

Quote
Sparse storage (a map of wide characters to glyph texture locations)?
This is what Studio does now, see the function sprite_add_font_ext
http://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/fonts/font_add_sprite_ext.html

But anyway, I can add Charset as an option to the font editor for him. Since GMK and GMX support the property but just don't show it in the editor.

Edit: actually good news, you should be able to hack around Java's font properties in order to enable Cyrillic fonts.
https://www.multilingual.com/articleDetail.php?id=540

1737
Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 07:45:55 PM »
Not at all, because they would have been an extension from the beginning.

1738
Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 06:36:45 PM »
Quote from: Darkstar2
BTW, about the debugger in release mode, I recall you saying before that even ENIGMA does this, did I understand correctly ?
No way Jose, ENIGMA does not include debugging symbols in release candidates they are stripped in run or compile mode. You can verify this yourself.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Makefile#L63

1739
Off-Topic / Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 05:33:24 PM »
Well apparantly YYG just got boned by their own poor design of Game Maker.
http://help.yoyogames.com/entries/40317136

Apple has changed the submission process so you can not have advertisement identifiers, when you don't actually use advertisements.

They so silly, like how the include a full debugger in games that are built in release mode.

1740
Issues Help Desk / Re: Could not compile the project
« on: February 18, 2014, 03:03:29 PM »
No do not use the path where ENIGMA was installed, if it works leave it be. That is where ENIGMA outputs your game converted to C++