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Messages - Goombert

2491
Announcements / Re: LateralGM Update
« on: August 20, 2013, 08:29:15 PM »
You mind uploading a screenshot for me? There's is a context to which they have different sizes, you are of course aware you can disable drag and drop? By disabling drag and drop you should get smaller code windows.

Edit: I now have it working with double clicking GMK's/etc with spaces in the file names.

2492
Announcements / Re: LateralGM Update
« on: August 20, 2013, 04:45:48 PM »
@intygamer, no there is not, I have been trying to get it to a good standard size, perhaps I could make it memorize the size when last closed though?

2493
Announcements / Re: LateralGM Update
« on: August 20, 2013, 02:06:54 PM »
TKG, its not hard at all its just a lot of code pretty much, but there was a lot of other LGM improvements I had to make such as the code editor for the shader syntaxing and stuff.

If anyone wants to be able to double click GMK's and EGM's or GMX's and have them auto open in LGM, simply redownload the latest portable ZIP and set enigma.exe as the default program for the filetypes either by double clicking the file and setting open with or going to control panel.

2494
Off-Topic / Re: SDL2 seems to be nice...
« on: August 19, 2013, 02:20:58 PM »
I disagree with both of them, SFML is a complete pain in the ass and they never update Linux packages and they don't even know how to properly abstract Audio interfaces.

2495
Proposals / Re: Changing fonts in LateralGM
« on: August 19, 2013, 02:16:54 PM »
@X sure your like the 5th person to request that, I will get to it I am busy with GMX stuff.

2496
General ENIGMA / Re: Does LateralGM support vector graphics?
« on: August 19, 2013, 02:15:16 PM »
@X yes of course 2d vector graphics are possible, OpenGL and DirectX are actually just 3D vector graphics API's all of our 2D functions essentially draw a d3d floor with 0 for all Z coordinate values

I also support SVG graphics in ENIGMA, definitely a must have.

2497
General ENIGMA / Re: Anyone ported Mario Engine? (Hello Engine)
« on: August 19, 2013, 02:07:56 PM »
popcade, I have made two attempts in the past to port that, as I remember it relies on variable_global_exists and other global variable access functions, we will need to wait for the new compiler I believe in order to get it working, but its definitely on the list of games we plan to have working.

2498
General ENIGMA / Re: ENIGMA for classroom?
« on: August 19, 2013, 01:36:11 PM »
popcade, enable hidden files in Windows control panel, go into enigma-dev folder and you will see a .git folder right click the config file and edit it with notepad.

Code: [Select]
[remote "origin"]
url = git@github.com:enigma-dev/enigma-dev.git
Replace the url line in that file with the direct link to your repository.

2499
General ENIGMA / Re: Enigma on Mac OS X
« on: August 18, 2013, 07:29:06 PM »
Fuck you greg it was actually OSX causing ur shit, dis y im gun shy in the mens bathroom.

2500
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 18, 2013, 06:55:46 PM »
Hey, sorry I did not respond for two days I was on vacation, I have just arrived home and will sort through news on the site. Like I said I did not completely finish GMX, just wanted it tested, and your source code will help me finish the full implementation.

2501
General ENIGMA / Re: Proper working directory and output messages
« on: August 16, 2013, 01:43:53 AM »
Harri, the first time I ran this demo before upgrading Studio to the shader version, it could at least draw 32k at 100fps, it is such garbage, and I get tired of like DatZach and DaSpirit who think our project is a waste of time, when it clearly is not :(

2502
General ENIGMA / Re: Proper working directory and output messages
« on: August 16, 2013, 12:57:25 AM »
Hey Josh, just an update to this so I don't forget to tell you tomorrow, someone already snuck in working_directory for Windows, however what you said I still like so I will postfix it "/WorkingDirectory/" I decided on calling it that instead of "/Resources/" since it just automatically explains itself to noobs. I just need canthelp to implement it on Linux then I'll add the Win32 fix as you do have a semi good point about people fucking up their shit and I like the idea of the working directory being ensured and dedicated to circumvent GameMaker: Stupido's nonsense horseshit.

Edit: Btw, to all the people talking about how powerful Studio is and how great and wonderful it is compared to shitty old ENIGMA, which can only draw 1 million cubes, here is me trying to draw just a little more than the 15 in their default demo...


You as shocked as I am? I bet you are, because its SOOOOO FUCKING OPTIMAL isnt it? Right? ENIGMA haters, eat my dick.

2503
Announcements / Re: LateralGM Update
« on: August 15, 2013, 09:30:48 PM »
Just, want to update everyone here exerimental GMX loading has been added...

WARNING! Use it at your own caution. There is no writer yet and you can not save and it has not been thoroughly tested, but here is a demo game I have manged to load from Studio and compile with the latest LGM...

Also note that the proper shader implementation is under way.

2504
General ENIGMA / Re: Proper working directory and output messages
« on: August 15, 2013, 05:53:22 PM »
Harri, I think Josh's solution is fine. By default each game will automatically set working directory to your GMK location += "/Resources" the only reason I haven't done it though is I don't know how, or if I have to implement a plugin callback >:

2505
General ENIGMA / Re: Java Plugin Freezing Explanation
« on: August 15, 2013, 10:08:44 AM »
Harri, but nobody listens :/