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Messages - Goombert

Announcements / Re: NEW! Windows Zip Installer
« on: September 24, 2013, 03:25:09 AM »
janolap1, after discussing with you in the IRC I believe I resolved your problems and if you need any more assistance I am available to help you

Off-Topic / Re: What do you want from an IDE?
« on: September 23, 2013, 01:38:41 AM »
I hate having to delete groups and resources individually.

If you get the LGM jar I uploaded yesterday I fixed multiple deletion, still can't move multiple selections, but you can select multiple items right click->Delete

Issues Help Desk / Re: obj import example
« on: September 23, 2013, 01:15:06 AM »
gra, material (*.mtl) files are not supported yet

Issues Help Desk / Re: obj import example
« on: September 22, 2013, 12:05:40 PM »
Have you already tested it TKG? I have no idea if it works, but I do know the file extension must be correct, eg. .d3d/.obj

Off-Topic / Re: Blitz Monkey
« on: September 22, 2013, 11:30:19 AM »
Yes I like these small game engines.

Function Peer Review / Re: Yoyogames Example in Enigma
« on: September 22, 2013, 11:21:44 AM »
The HTTP Event is one that is triggered by the call back from one of the http_ functions, like http_post_string. It actually generates a ds_map (more commonly known as a "dictionary") that is exclusive to this event and is stored in the special variable async_load (please see the individual functions for code examples that explain the use of this event in further detail). This ds_map has the following structure:

◦"url": The complete URL you requested.

◦"result": The data received (string only).

◦"http_status": The raw http status code (if available). This returns the standard web status code for most browsers, eg: 304 for "Not Modified" or 204 for "No Content", etc...

◦"id": The id which was returned from the command. If you fire off a series of http_ requests then you need to know which one you are getting the reply to, and so you would use this value to compare to the value you stored when you originally sent the request to find the right one.

◦"status": Returns a value of less than 0 for an error.
That is for when you use the http_post_string() function, but each of the http_ functions will return a slightly different map, so please refer to the manual entry for each function to find out the precise data that is returned for it.

NOTE: The variable async_load is only valid in these events, as the ds_map that is points to is created at the start of the event, then deleted again at the end, with this variable being reset to a value of -1.

NOTE: As async_load creates a ds_map, these functions are particularly useful when coupled with the json_encode and json_decode functions.


Argument Description
url The web address of the server that you wish to get information from

Returns: Real

With this function, you connect to the specified URL in order to retrieve information. As this is an asynchronous function, GameMaker:Studio will not block while waiting for a reply, but will keep on running unless it gets callback information. This information will be in the form of a string and will trigger an Async Event in any instance that has one defined in their object properties. You should also note that HTTP request parameters (the bits sometimes "tacked on" to the end of a URL when you submit a form on a web page) are perfectly acceptable when using this function, for example:


will pass the string held in the variable "name" to the server as well a retrieve the data from that URL. So, essentially, any time a simple, short piece of data needs to be passed from the client to the server, this would be reasonable choice as the function to use.

This event will generate a "call back" which is picked up by any HTTP Events, in which case it will generate a ds_map (more commonly known as a "dictionary") that is exclusive to this event and is stored in the special variable async_load. This ds_map has the following structure:


Announcements / Re: LateralGM Update
« on: September 22, 2013, 05:00:58 AM »
Ya TGMG put the wrong one in the Linux package I think gra.

Anyway, I updated the GMX reader now it properly reads events and all drag and drop actions.

Issues Help Desk / Re: obj import example
« on: September 22, 2013, 03:13:49 AM »
gra, was the extension of the file .obj?

Off-Topic / Blitz Monkey
« on: September 21, 2013, 04:52:16 AM »

Monkey is a next-generation games programming language that allows you to create apps on multiple platforms with the greatest of ease.

Monkey works by translating Monkey code to one of a different number of languages at compile time - including C++, C#, Java, Javascript and Actionscript.

Monkey games can then be run on potentially hundreds of different devices - including mobile phones, tablets, desktop computers and even videogame consoles.

Monkey saves you time and allows you to target your apps at multiple markets and app stores at once, potentially mutiplying sales several times over.

Exports to:
Features: Monkey, Monk IDE, Mojo for Android + iOS (iPhone, iPad, iPod Touch) + Windows Phone 8 + Windows 8 + GLFW (Windows, Mac, Linux) + XNA (Xbox 360, Windows Phone 7) + Flash + HTML5, documentation, samples

Price: 100$

Recently tried it myself, it is very nice, their IDE is in Qt as well. I would use it over Studio as well, has classes real object orientation, etc. 3d all that shit.

Third Party / Re: LibMaker
« on: September 20, 2013, 06:16:41 PM »

Those are the default action libraries as they appear in the latest LGM which I just updated last night with the missing Stupido drag and drop actions. You could build LGM yourself if you want to just take that repository as a ZIP and download the Eclipse Java IDE, I can assist you with building the project.

But I think LGM checks for user action libraries at startup, let me investigate and post back.

Edit: It does...
Code: (Java) [Select]
        public static void autoLoad()
                if (!Prefs.enableDragAndDrop) {
      codeAction = makeCodeAction();
                File dir = new File(Prefs.actionLibraryPath);
                if (!dir.exists())
                        if (LGM.workDir == null) return;
                        dir = new File(LGM.workDir,Prefs.actionLibraryPath);
                        if (!dir.exists()) dir = LGM.workDir;

                codeAction = null;

                File userLibF = new File(Prefs.userLibraryPath);
                if (userLibF.exists())

                if (codeAction == null) {
            codeAction = makeCodeAction();

I don't have the preference added for it yet though, so the default location is...
Code: [Select]
#Library settings
enableDragAndDrop = true
actionLibraryPath = org/lateralgm/resources/library/default
userLibraryPath = ./lib

So just make a folder called "lib" next lateralgm.jar inside enigma-dev and put the LGL's there.

Function Peer Review / Re: Yoyogames Example in Enigma
« on: September 20, 2013, 05:50:58 PM »
libcurl - the multiprotocol file transfer library - Haxx‎
May 6, 2013 - libcurl is a free and easy-to-use client-side URL transfer library, supporting DICT, FILE, FTP, FTPS, Gopher, HTTP, HTTPS, IMAP, IMAPS, LDAP ...

Third Party / LibMaker
« on: September 20, 2013, 12:03:10 AM »

This is the action library maker for LGM. It is compatible with regular Game Maker action libraries and LGM's LGL format.

More Information:

To modify the default action libraries you need to obtain the latest version of LateralGM's source code from GitHub, and you will need to rebuild the jar with the Eclipse IDE. If you simply intend to create a new action library, create a folder called "lib" next to "lateralgm.jar" which is in the folder "enigma-dev" on Windows, and put the LGL file there.

More information on the LGL format is available on the Wiki, it has up to a 10x file size reduction over GM's format.
A GPL v3 licensed C++11 compliant library for reading LGL's and LIB's is available on GitHub.

Function Peer Review / Re: Yoyogames Example in Enigma
« on: September 19, 2013, 05:43:24 PM »
On linux you proably have to install loads of crap.
Code: [Select]
sudo apt-get install libcurl-devLike I said on Windows is where people were having problems getting the curl headers, and I don't know where you got them from because they are not in the MinGW folder.

We can let it die.

It's fine I already have it started and that will be the last of the remaining old Game Maker API to implement.

Of course implementing the new GM:S networking functions should be more important.

Here is what is left to do...
1) Make buffers be able to read/write floats right now if you write 214.568 it comes back out as 214 with the point precision dropped off.
2) Implement buffer data alignment
3) Merge networking functions together, I don't think we need two sets, I think I can expand Studio's so that there exists only one set, I haven't decided yet.
4) Implement network_receive(); which decodes a buffer into a data structure map, or else just implement that asynchronous network event and make a global constant for it.
5) Make network_ functions non-blocking.

Function Peer Review / Re: Yoyogames Example in Enigma
« on: September 19, 2013, 04:54:59 AM »
Why? I have used BS with mingw without any extra headers before.
Weird, everyone else has had to obtain the curl headers, I have yet to test it on Windows, but for me it was the same on Linux.

But you still don't get it.
No, I do get it, you want to keep that API alive longer than it should be, it's dead, it was never alive, and should be left to rest in peace :| That said, networking functions would be weird to wrap around the mplay functions, they wouldn't fit nicely together.

General ENIGMA / Re: Math Functions
« on: September 19, 2013, 02:09:42 AM »
No just sayin I think that was a fallacy on their part, since it adds extra casting.