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Messages - Goombert

No problem, and good luck to you  (Y)

Issues Help Desk / Re: Simple cube not working
« on: September 09, 2013, 01:28:37 PM »
Hrm, try one of these examples from the EDC that are 3D...

Tips, Tutorials, Examples / Multitextured Terrain Example
« on: September 09, 2013, 01:25:02 PM »

This is for a game I am making, enjoy!

Size: 1.71mb's

Issues Help Desk / Re: How to skew text?
« on: September 09, 2013, 09:44:34 AM »
Can't you do that with text_transformed gregfag?

Issues Help Desk / Re: Compile failed at C++ level.
« on: September 09, 2013, 09:43:43 AM »
@Kimidori Try some of these example games...]
They are the ones confirmed working.

Issues Help Desk / Re: Simple cube not working
« on: September 09, 2013, 09:41:45 AM »
@daz go to Build->Settings select the "API" tab and try different Graphics Systems. The only ones I was aware of being broke were d3d_primivitive in OGL 3.0 for some reason my model class don't like buffering them, I haven't looked into it yet.

Issues Help Desk / Re: Simple cube not working
« on: September 08, 2013, 11:41:03 PM »
Whens the last time you guys updated the engine? Also, daz, non power of two textures is a limitation of the graphics API Direct3D and OpenGL just don't know how to handle them, so the GPU fills the textures with extra space.

Issues Help Desk / Re: How to skew text?
« on: September 08, 2013, 11:40:37 PM »
#define skew

Haahha, hello and welcome rxadmin! I am really surprised to see you jump right into editing ENIGMA's source code. I am also glad to hear the set up went so well for you. Now the reason why the events do not show in the IDE, is because that is a separate project, LateralGM is an abstract IDE for Game Maker so that regular Game Maker users can use it without ENIGMA in case for w/e reason they don't want to use ENIGMA. ENIGMA just takes your project and compiles and executes it, the IDE is for editing the project files, we just redistribute LateralGM because our projects merged together some time ago and I have since become a developer for both projects.

There is tons of more information on our Wiki lying around, especially under "Sister Projects"

Now Game Maker does not allow adding custom events, ENIGMA and LateralGM do by virtue of them being free and open source, there is zero guarantee that any events you add would work in regular Game Maker and your project may become incompatible.

But continuing on, if you do want to add a new event to the IDE, you would simply do so in these two files...

That said I am fairly certain you are over complicating and there is a much simpler solution than adding a custom event.

Code: [Select]
if (bbox_left < 0) {
  // left boundary intersection
} else if (bbox_right > room_width) {
  // right boundary intersection
} else if (bbox_top < 0) {
  // top boundary intersection
} else if (bbox_bottom > room_height) {
  // bottom boundary intersection

You can just simply use that code in your collision boundary event.  (Y)

Off-Topic / Re: What the crap YYG??
« on: September 08, 2013, 12:57:26 PM »
No, Harri, I mean they were talking about that a while ago, I think it was on True Valhalla's Game Maker blog too, they were like just recently hurting for profits or something.

Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 12:28:21 PM »
Oh, no problem, well at least I added it for Windows now too! :)

Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 12:25:50 PM »
@intygamer/Harri here I implemented it for Windows, somebody please merge my pull request on GitHub...

General ENIGMA / Re: Interpolate Colors Between Pixels
« on: September 08, 2013, 12:05:51 PM »
Well, Harri, to expand on this further, they added 3 checkboxes to sprites and backgrounds, and they are...

Tile Horizontally: [ ]
Tile Vertically : [ ]
Used for 3D: [ ]

My intention is to completely disregard all of this. Anytime draw_sprite() draw_background() draw_text() or other 2D functions are called they are batched into your global VBO which automatically forces clamping, as I have added in this commit.

Because it was causing a green 1 px border around the gun sprite in the FPS tutorial. All I do is memorize the state of texture repetition and then restore it afterwards, I added the same code for Direct3D but I don't think its needed because I believe their sprite batcher I am using also forces texture clamping. I am not about to go clusterfucking the IDE with useless options, if somebody wants texture repetition for 2D they'd have to use draw_primitive() anyway.

But at any rate Harri, everything is good for OpenGL 3 and Direct3D 9, to fix it in OpenGL 1, the solution is simple, and what I would prefer, I would like you to move your 2D batcher over there and switch it to use Vertex Arrays instead since they are OGL 1.1 and polygonz can at least use them. I don't want anything of the immediate mode glBegin()/End() stuff in our code.

But yes, I am not sure if the 1px padding of font glyphs should be done by ENIGMA or the IDE, what do you think Harri?

Issues Help Desk / Re: keyboard_string command
« on: September 08, 2013, 11:59:04 AM »
@Harri, I added for Linux, I'll commit it for Windows too.

Code: [Select]
enigma_user::keyboard_string += enigma_user::keyboard_lastchar;

if (enigma::last_keybdstatus[actualKey]==1 && enigma::keybdstatus[actualKey]==0) {

@intygamer, your on Windows right? or are you on Linux? Because it should work on Linux I have to go add it right now for Windows.