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Messages - Goombert

General ENIGMA / ANGLE Project
« on: January 25, 2014, 06:29:14 PM »
So I recently discovered that Studio is using ANGLE for shaders. More information can be found on Google code.

ANGLE basically lets you use GLSL/GLES shaders in Direct3D. It is used in Google Chrome and Firefox.

As you can see Studio is using it.

Now I was originally spouting nonsense about CG which is even more proprietary than HLSL and just as bad. This may actually be one of the few things YoYoGames did correctly. However it is important to note that this project is BSD licensed and I am not sure if we could make it optional if implemented.

I also discovered that Studio does not mention them in the licenses tab of the launch section like they do Box2D and other things. This either means they made a mistake and are inadvertently or purposefully infringing the copyright, or they have some sort of deal with Google.

However I am still missing something fundamental here I think, because the following page suggests that ANGLE also abstracts vertex/index buffers.
This could explain why Studio does not allow you to choose the graphics system because it only has 1 graphics system, in theory, but I have no evidence.

I have merged Josh's GL3 screen redraw cleanup to OpenGL1 which fixes views stretching issue in the following pull request.

I have also attempted to fix the depth issue but it appears fine.
This draws the rectangle on top.
Code: (EDL) [Select]
draw_healthbar(50, 50, 100, 100,50,c_silver,c_red,c_red,1,true,false);
This draws the healthbar on top.
Code: (EDL) [Select]
draw_healthbar(50, 50, 100, 100,50,c_silver,c_red,c_red,1,true,false);

So upon further investigation, you were drawing the rectangle over top of the healthbar.
Code: (EDL) [Select]
//Draw player2 hud
draw_rectangle(view_wport[0] - 50,0,view_wport[0],view_hport[0],false);  // this is overlapping the healthbar because the healthbar is drawn before this
draw_sprite_ext(s_player,1,view_wport[0] - 25,30,.30,.30,90,c_white,1);

The fixed version is right here, just stick this code in your GUI event.
Code: (EDL) [Select]


//Draw player1 hud
draw_sprite_ext(s_player,0,25,30,.30,.30,90,c_white,1);//spr,index,x,y,xscale,yscale,rot,colorblend,trans 1-0

//draw_healthbar(x1, y1, x2, y2, amount, backcol, mincol, maxcol, direction, showback, showborder)

//Draw player2 hud
draw_rectangle(view_wport[0] - 50,0,view_wport[0],view_hport[0],false);
draw_sprite_ext(s_player,1,view_wport[0] - 25,30,.30,.30,90,c_white,1);

draw_text(view_wport[0] - 65,100,o_player1.hp);
draw_healthbar(view_wport[0] - 75,65,view_wport[0] - 25,75,o_player1.hp,c_silver,c_red,c_red,1,true,false);
And you should get the following picture.

I have also attached the fixed GMK to my post.

Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 04:41:34 PM »
I just checked the preprocessor environment folder, and indeed the variable is not being declared for the object.
Code: (C++) [Select]
struct OBJ_obj_display_level: object_locals
  // Local variables
  var game_state;
  var rectangle_height;

Josh, this can't be anything LGM related, as this game compiled in just the last few releases, and I haven't changed anything to do with writing objects or any of that.

Testing on a blank project, for some reason, does allow a variable to be named "counter".
Changing the DND actions to a code action with
Code: (EDL) [Select]
rectangle_height = view_hview[0]/2;
counter = 2;

in the create event, does not resolve the problem.

Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 04:12:10 PM »
I'll have to take a look after bit dude, I just got done shoveling snow, but this is a weird issue.

Edit: this is even more weird, the variable "counter" is defined nowhere in ENIGMA's engine

Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 03:34:35 PM »
Try giving it a different name, counter might be used somewhere else in our engine and not namespaced properly, call it mycounter or something, see if that works.

Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 02:44:53 PM »
Ok, about time, at least we got the LGM/plugin bugs out of the way. So now we are trying to compile with ENIGMA correct?

Also, I am going to do something about that save dialog always screwing up the extensions on files, that's quite annoying, it should not be, it should just be .egm

This looks like more issues with ENIGMA parsing Drag and Drop actions.

Here is the full compile log for anybody else taking a look.

ALLCAPS BOARD / Re: You Faggot
« on: January 24, 2014, 09:14:00 PM »
I had nothing to do with the subforum, all a2h and Josh.

ALLCAPS BOARD / Re: You Faggot
« on: January 24, 2014, 08:45:16 PM »
Wow, I'm so flattered mate, but I'm no where as big a faggy as DarkAce "bby boy" Michale.  ;D

General ENIGMA / Re: LateralGM endorsed to Robert B Colton
« on: January 24, 2014, 05:38:28 PM »
Ok I decided to go it alone and came up with moving the keyword, variable, etc. classes into DefaultKeywords and making them abstract base classes which can be overridden.

I then implemented the abstract method GetKeywords() to the DefaultTokenMarker which must be overridden by any child classes. This way CodeTextArea can obtain the keywords and not have them statically hardcoded for each language, it is now completely oblivious to what language is in use.
The GML TokenMarker implements it as follows.
Code: (Java) [Select]
        public Keyword[][] GetKeywords()
                DefaultKeywords.Keyword[][] GML_KEYWORDS = { GMLKeywords.CONSTRUCTS,
                GMLKeywords.FUNCTIONS,GMLKeywords.VARIABLES,GMLKeywords.OPERATORS,GMLKeywords.CONSTANTS };
                return GML_KEYWORDS;

The following commits were used to implement this bug fix. The first commit is where the actual coding occurred.
The second was just cleanup.

This resolves the following bug report filed by myself.

I would simply like you to review these changes and make sure that this was the correct way of resolving it IsmAvatar. There are also important comments in the shader editor source which should not be ignored, such as moving my code to check if the lexer actually changes into the JoshEdit base classes.

Somebody messed with views intygamer, I'll get the fixed version over from GL3 today for you. In the meantime, can you provide a small GMK or EGM that exhibits this depth bug?

Issues Help Desk / Re: Bug / Error: Missing header file (GME.h)
« on: January 23, 2014, 09:47:52 PM »
That's really the only point of it I guess is that you can take those old sound formats from really old games and use them directly instead of converting them.

Graphics and Video / Re: High Contrast?
« on: January 23, 2014, 09:30:39 PM »
I think that makes it look lower quality, I thought your earlier version was fine. By the way, I am sorry I moved this topic twice, but I wanted it in the right subforum, and this is the one for graphics discussion, not just for sharing graphics resources.

Issues Help Desk / Re: Bug / Error: Missing header file (GME.h)
« on: January 23, 2014, 09:28:10 PM »
Ohhh I see what happened here, I didn't know GME was an actual API, I thought that was just the name of some extension cheeseboy or whoever added to the system.

Basically, we don't distribute it because it is not essential to the main engine of ENIGMA or in anyway part of the main GM API, so you'll need to obtain and compile the source code and place the headers in the appropriate compiler include folder. Or if you are on Linux just checkout, run make, then make install it.

Issues Help Desk / Re: Bug / Error: Missing header file (GME.h)
« on: January 23, 2014, 08:35:37 PM »
GME is Game Music Emulator, it is an extension which you enable under Build->Settings and selecting the "Extensions" tab.

General ENIGMA / Re: Timeline Reader/Writer, lgmplugin
« on: January 23, 2014, 04:35:11 PM »
Yes the issue there is they need a way of being written by the compiler and compiled, the moments I believe have to link with objects like scripts, I don't know much about it, but yes at the current moment we don't support timelines at all. Josh needs to figure all that out, I think it's better to just wait for his new compiler really, timelines aren't a pressing issue really.