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Messages - Goombert

1906
General ENIGMA / Re: Timeline Reader/Writer, lgmplugin
« on: January 23, 2014, 01:54:23 PM »
https://github.com/enigma-dev/lgmplugin/issues/3

I would have done it by now too, but the format for timelines was never agreed upon. Objects are already binary, and I didn't want to write timelines the same way, because I don't even think objects should be. Since EGM is a ZIP compressed format anyway, there is no sense in having objects or timelines compressed in a manner that is hard to easily edit them in a text file editor.

1907
Nah, maybe Jimmy Dean is right, I am going to try being a little more optimistic about things mates. YoYoGames is working very hard to try and bring GM up to speed with modern game design, whether or not they succeed is up to them. But let's try to not be so hard on the blokes, and reserve our criticism for only times when their software maliciously attacks the users, such as the DRM incident, aside from that, let's just wish them the best of luck.

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YYG, but not aware they were banning people.
This was after one incident mate, those blokes got rightey upset when I fired off in a topic over their April Fools joke along with other users, I was banned from me favorite site and me awesome games and posts to help me fellow blokes were all removed. In fact, I was just discussin with me blokes on this forum the other day and linked a topic where I'm still quote'd.
http://enigma-dev.org/forums/index.php?topic=1721.0

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How utterly disgusting.
That said, even though we may disagree, your' alright 'ere mate with your critcisems' just don try to muck up me forum.

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I see some suggestions posted by people who want them to bring back ability for windows devs to use video playback !
I've partly added support for this mate! DirectShow is an extension which offers the basic video playback DND action, but I can expand it in the future, to render the video directly to a Direct3D surface, like Unity3D!

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Some of us don't fucking want ANYTHING to do with mobile apps !!!
Right on mate! I am a PC Gamer too, and most of the mobile' game development is sheerly about profits and not quality and replayability, ignore the hype mate, it's not the future of gaming.

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This is where ENIGMA can shine......Don't cut windows users off and don't sacrifice windows users for mobile exports...
Don't worry mate, your' alright your' alright.

1908
This issue should not exist in the latest commits, intygamer, I can help you revert to a prior commit if anything that bad happens. But the latest version of the Portable ZIP is the first update since last month, because I was letting tons of bug fixes go in. So you could definitely try, it should be pretty stable.

The GUI event is processed after every objects draw event, and automatically sets the project. The size of the GUI layer by default is the size of the window, you can change it via display_set_gui_size
http://enigma-dev.org/docs/Wiki/Display_set_gui_size

1909
That is actually how we do get most developers, that is also how I actually came to this project, when YYG kicked me out for criticizing them one day. After having bought GM8.1 I will never buy another version of GameMaker.

1910
General ENIGMA / Re: DevOps
« on: January 22, 2014, 04:52:23 PM »
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Paying $800 is one thing but their IDE is utter rubbish.  It is clear that their software does not support large projects and large resources, the IDE simply crashes.  And $299 for their YYC compiler which is a joke, that in my opinion is highly excessive and hype.
I do hope you mean their IDE and not LateralGM, because after a bug fix the other day it loads TKG's 100MB GMX in 5.8 seconds flat for me. It is also loads and ENIGMA runs my 3D Mario game, which is also a big project.

That said, this topic is specifically regarding criticism of me, so unless you have something specific to criticize regarding my development habits, and me personally, keep it in off-topic, please.

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Not sure what unmonitored contributions I allowed when I was active on the project. Or did you mean another word other than "retort"?
No actually, I meant what I said, I thought you are saying that is what I do.

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Actually I feel I followed the extreme opposite of that, which I now think is precisely why LGM stagnated in both developers and development -- because every commit had to be reviewed by myself.
Nonsense, the issue isn't that commits need reviewed, because they do, the issue is due process, it should be done in a timely fashion.

1911
General ENIGMA / Re: All Roads Lead To Rome
« on: January 22, 2014, 04:46:46 PM »
A couple of things, first, LGM is not ENIGMA, it is a separate project founded and lead by IsmAvatar, which ENIGMA just happens to use.

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In my opinion I would put new platforms at #3 or even #4.
File conversion is currently the main selling point of LGM, it is what most people want to use it for, as I said in another post, I've had the unpleasant experience of people showing up using LGM to convert a GMX file, and then telling me to fuck off about the engine, and then leaving.

There are multiple IDE projects, the developers here may or may not be affiliated with them, but it is important to note they are not the ENIGMA project, the ENIGMA project is nothing more than a compiler and engine. Criticism of any IDE project, is not to be given to ENIGMA, and is off-topic, thus why none of the poll options are related to LGM, at least not directly.

1912
Nah, we're open to any and all criticism, my only concern as this doesn't spread out to 50 different topics and end up in peoples help desk topics, as that is rude.

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Personally I think no one should brag but still it's a public forum here with no rules so yes we have the technically capability to do as we please here.
Nonsense, we should all be open to criticism, otherwise we are never presented with the opportunity for improvement.

1913
Off-Topic / Re: GM Games
« on: January 22, 2014, 01:34:13 PM »
What about GameDev? It covers all kinds of game projects, you get a full blog, screen upload, and everything for your project.

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I obliterated my reputation at gamejolt, kongregade, I'm
banned from the GMC, the YYG sandbox is dead meat,
Now you know what YYG is like, they did the same to me for criticizing them and being off-topic.

1914
Proposals / Re: Offline Help
« on: January 22, 2014, 11:34:15 AM »
Hey no problem! And we will be maintaining an offline version as well once the Wiki progresses a little more.  (Y)

1915
Proposals / Re: Offline Help
« on: January 22, 2014, 11:09:31 AM »
I have actually been thinking about this for a while. As you can see on the Wiki...
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http://enigma-dev.org/docs/Wiki/Documentation
We do currently have an XML dump feature
http://enigma-dev.org/docs/Wiki/Special:Export

These can be put through an XML processor and turned into other formats. I have not event tried to do it before though.

Edit: If you don't mind I am going to move this to Proposals, since this really isn't all that off-topic.

1916
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It's easy for you lot to say "Oh we don't have to do this or we are not required to do that, it's free" rubbish, fine, but this is besides the point....you talk rubbish about another product, well can you deliver any better ?
Maybe you are missing the point entirely, there are thousands of better game engines much better designed than GameMaker, much more stable, and much more complete. Take Unity3D for instance, whose free version has essentially no restrictions for indie developers, unless you make profits over 100 grand, in which case you are no longer and indie.

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and I am shocked at how it stalled and where it is heading, that's all...
How has it stalled? It stalled temporarily due to commitments by some of the developers to things regarding their personal life. I partially stalled and got a little lazy lately, but what do you expect, when I have absolutely 0 incentive to do so much work. You can't dispute the fact I put a LOT of effort into this project, I became one of the 3% most active developers on GitHub as a result.

Where is it heading? Anywhere its developers or users want to take it, the project belongs to everyone. I even wrote a small library for loading action libraries yesterday, what person in their right mind that isn't as insane as I am, would even waste their time?

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.Unlike what you think I DO want to see ENIGMA compete and do better.
The project doesn't have to compete in order to be useful or popular. LGM has a wide array of usages, one being the only IDE that can edit GMX or GMK on an operating system other than Windows, GM don't unless you use an emulator. The other being file conversion between all formats, I've even had to deal with people looking to convert a Studio project back to GM81, and basically telling me to fuck off about the engine after having converted the project. But never the less, it served a purpose.

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Mentioning competing software on that site, especially in a positive light, is prohibited.
Mike Dailly said something along the lines of "I don't know if anyone has heard of this rubbish or not, but I have tried on several occasions to get the thing working and couldn't, keep this garbage off our forums", I am paraphrasing of course because I don't have the exact topic, but it is still on their staff board.

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I think it's mostly Robert who bashes YYG. It's always on his mind lol, it's just his personality to be really competitive.
Actually, I bash ENIGMA just as much, so you can't say I am not fair and balanced. I am like Fox News if they tried to kill themselves. Some of my complaints recently are drawing functions not being designed for optimized rendering. DaSpirit, you know this, you read my posts, I criticize everything and everybody.

1917
Issues Help Desk / Re: Views not working
« on: January 21, 2014, 03:53:28 PM »
Josh just merged my commit fixing the stretching issue in GL3 on two games.
https://github.com/enigma-dev/enigma-dev/pull/624

If you can supply me with a GMK I can see if it fixes in your game as well, or you can open git-bash and try it yourself by typing "update" and hitting enter then reloading it and testing the game with OpenGL3.

1918
General ENIGMA / Action Library Reader
« on: January 21, 2014, 12:34:26 AM »
Well, it came time for someone to port the Java LGM Action Library code over to C++, so Josh asked me to do so, and I did. I have created this repository it the hopes that it will be useful, but the main reason is to help NGM out and anyone who wants to make an IDE.

The lib is licensed GPL, you can find out information including further license details in its repository.
https://github.com/enigma-dev/ActionLibraryReader

It has not been tested yet, but the LGL format has an issue at the moment with being able to load and split the subimages for the actions, but LIB format is completed.

1919
Ideas and Design / Re: Include Files
« on: January 20, 2014, 08:06:28 PM »
Actually ya, Josh is right, pointless idea. People may also want to make their own version that uses encryption as well.

1920
Issues Help Desk / Re: There was an issue loading the project
« on: January 20, 2014, 02:33:48 PM »
In addition to this ego, I hope my fix worked, but I just finally realized, Studio corrupted your project. A fresh extraction of your game and viewing the rooms/main.room.gmx you can see in the following code that there are a ton of instances placed with no object type.

Code: (XML) [Select]
    <instance objName="&lt;undefined&gt;" x="2896" y="64" name="inst_7EB3A43B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="&lt;undefined&gt;" x="2896" y="80" name="inst_4EF3260D" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="arch_right_2" x="2896" y="112" name="inst_84826BAB" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="arch_right_2" x="2896" y="192" name="inst_5A72409E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="arch_right_2" x="2896" y="304" name="inst_27403B1E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="arch_right_2" x="2896" y="400" name="inst_3DCE8317" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="slide_left_1" x="2896" y="432" name="inst_9F6A0363" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="slide_left_1" x="2896" y="464" name="inst_C8D4D44D" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="arch_left_1" x="2896" y="560" name="inst_07B3E806" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="wall_left" x="2896" y="672" name="inst_F96DAA20" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="wall_left" x="2896" y="736" name="inst_3D5421DE" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="&lt;undefined&gt;" x="2896" y="1040" name="inst_EBBBAA82" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
    <instance objName="&lt;undefined&gt;" x="2896" y="1056" name="inst_EB8C7F39" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>

Now when I open up the GMX in ENIGMA, it becomes clear what happened.

Studio placed a null instance of no object type, everywhere you placed a tile, notice I deleted some in the top left of the room to show the tiles underneath.