Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Goombert

Announcements / Re: XInput and Gamepads
« on: August 08, 2013, 05:01:06 AM »
*Update* Windows Joystick functions implemented fully in a DirectInput extension...

General ENIGMA / Re: Default Font Glyph
« on: August 08, 2013, 02:51:51 AM »

Harri, I think that is why at first that draw_text was screwing up in OpenGL 3 before you fixed it, cause that whiteness kind of looked like it was just the sprites using the font texture. Just saying, its already fixed, just sayin though.

Announcements / Re: XInput and Gamepads
« on: August 07, 2013, 02:19:56 PM »
There we go, wow I am amazed, I didn't even test this before committing them and me and cheeseboy got them working right away perfectly. Have fun with the new controller support guys!

Announcements / Re: XInput and Gamepads
« on: August 07, 2013, 10:39:08 AM »
??? They are exactly the same as Yoyo's?

I don't know, I was just doing the same thing the other day though when working on D3D9 sprites to see if I could do transforms on them to make them billboards. Direct3D and OpenGL though require the same transformation to an ortho projection to make it not be flipped upside down. I think that is dumb they should just do it by default, especially when the sprite and 2D transform functions work the correct way, eg. render targets and surfaces too.

Announcements / XInput, Gamepads, and Windows Joysticks
« on: August 07, 2013, 09:12:09 AM »
Well I implemented and finished up XInput and DirectInput extensions for Windows.

The constants...
The functions...

Greg has tested them already and we know they work, even from an emulator or virtual machine. Gamepads currently only support Xbox 360 controllers and only on Windows when you enable the XInput extension. You may connect up to 4 devices at any given time, but you should query xinput using the gamepad function provided to see the max number of gamepads you actually can connect. Everything is well documented for you guys, happy programming!

Also, here is a map of the control constants (right click->View Image to enlarge)...

Here is a simple little code example that you can move an object around with the left axis and run with the letter 'A' using.
Code: (EDL) [Select]
// demonstrates using the 'A' button on player 1's Xbox 360 controller to move a player around the screen
var spd, lhaxis, lvaxis;
lhaxis = gamepad_axis_value(0, gp_axislh);
lvaxis = gamepad_axis_value(0, gp_axislv);
spd = sqrt(lhaxis * lhaxis + lvaxis * lvaxis) * 5; // calculate the magnitude
spd += gamepad_button_check(0, gp_face1) * 15; // when player is pressing 'A' speed will increase 15
direction = point_direction(0, 0, lhaxis, lvaxis); // use the value of the left axis to determine the player direction

x += lengthdir_x(spd, direction); // use the horizontal position of the left axis to throttle horizontal speed
y -= lengthdir_y(spd, direction); // use the vertical position of the left axis to throttle vertical speed

Issues Help Desk / Re: Warbird A13:02 in ENIGMA
« on: August 07, 2013, 05:36:20 AM »
My apologies on thread placement. I'd thought that since the 3D Mario thing was in General Discussion this would fit next to it, guess not.
Don't worry about it, you don't have anything to apologize for, I posted mine there because I did not want to post it 2x in this section and I wanted to let the other developers know about the status of porting a rather big project.

The sounds worked, or at least played, using OpenAL. My apologies on the terminology, I don't have any sound_effect functions used, just "SFX" like the player shot and enemy bullet shots play correctly. The one where the sounds played strangely I believe was actually the DirectSound system.
Ok that makes a lot more sense, there may be a bug or two in our OpenAL audio system. But DirectSound I can tell you exactly what is wrong, the internal audio format works in WAV so I had to force all sounds to play in 16bit 14100KHz and 2 channels, so you can play multiple sounds but not the same sound averaged together, I need to write a mixer for it. DirectSound though is only for compatibility with people looking for sound_effect functions, I literally wrote it yesterday in just one day for that purpose, DirectSound is deprecated by Microsoft and has been for some time in favor of XAudio which works on Xbox 360 and which I am currently at the moment writing a system for.

I'm also not using any extra trickery with the screen, so no screen_refresh() or screen_redraw() is being used.
Ok, but just because you are not using them something like that could still be the issue when it goes to the next room the buffer might still be getting swapped but it is just not sorting the depths of objects.

I don't suppose the older functions for GM8 will be supported eventually? I found legacy support of GM:Studio EXEs to be rather horrible, and not just in function support but in that running an old computer and trying to load a GM:Studio game just won't work at all.
Well like I said about DX, we certainly do provide much more deprecated support than they do, especially for all the sound_* functions, we just don't offer execute_string as our engine actually compiles games so it can't do that or the variable_global_access, however we may possibly be able to add these in the future. I am also aware of Studio not working on older computers, it also does not run in a Virtual Machine, where as ENIGMA can run in emulators I have done it myself using VirtualBox. We also provide graphics systems like OpenGL1 for people with really old graphics hardware, in fact, a lot of people have come here because they have not been able to use Studio.

True, Harri, but what I find interesting, why you have to do the +1 with the other projection functions, it seems like you should be able to flip the upvector around to make it work.

Issues Help Desk / Re: Warbird A13:02 in ENIGMA
« on: August 07, 2013, 04:07:08 AM »
Hello there! That is very good for us to hear that at least your game does run, we are starting to reach that stage in development, if you don't mind I am going to move your topic over to W.I.P. since you do have a playable demo.

I did not however meet up with you on the IRC today, I was there almost all day as well.

Sound effects however do.
Could you please tell us what audio system worked with the sound_effect functions? They have long since been deprecated by GameMaker: Studio but I just added a DirectSound audios system so that we could offer them for backwards compatibility.

parent event inheritance doesn't seem to work
Event inheritance and polymorphism will be added when our new compiler is finished, it is nearing completion, the current one in usage that compiles the engine and your game is like 5 years old.

for some reason the Warbird sprite appears after play in the center of the menu. Never seen it in GM before.
That could be related to a graphical inconsistency in screen_refresh or redraw, are you by chance using those functions?

Also, I would like to ask, where exactly did you download ENIGMA from? Did you use our Portable ZIP from the download page? I am going to download and test your game, will post back later.

General ENIGMA / Re: Default Font Glyph
« on: August 07, 2013, 04:01:24 AM »
btw everyone, ssss is canthelp on the IRC, he is building a Command Line Interface for ENIGM'R

d3d_set_projection(x,y,z, x,y,z+1,   0,0,1)
Why would you use that? Just use the perspective function....

General ENIGMA / Re: DirectSound and XAudio
« on: August 06, 2013, 09:58:01 PM »
Ok I figured that, ya I already wrote it so we'll just keep it for those few people. However I need a flag passed to sound_add_from_buffer for what type the sound is so I know whether or not to allocate a 3D or regular sound buffer for the 3D cone functions. Also just due to the general shittyness of DSound it won't be able to do audio emitters or any of the new advanced audio functions, just the traditional ones for compatibility.

General ENIGMA / Re: Default Font Glyph
« on: August 06, 2013, 09:35:19 PM »
Well I don't know, I just thought maybe you hadn't given that some thought in a while Josh, because it seems like something you would traditionally be against. But I kinda get now why it is the way that it is. I just don't like ENIGMA having to rely on Java. How big are font files anyway? I think we could pack quite a few of them in at a small size if we really wanted couldn't we?

General ENIGMA / Default Font Glyph
« on: August 06, 2013, 04:24:15 PM »
Some of you may not be aware as you have not much interaction with the plugin to LateralGM. canthelp discovered that the default font is rendered inside the plugin using Java AWT, you see ENIGMA uses sprite fonts, like every other game engine including Game Maker. So for there to be a default one, the plugin takes the default Java font and renders it and passes the glyphs over to ENIGMA. This is very dumb, this is done every time you compile, not that slow, but is part of the reason why compile is slow. It should be done internally by ENIGMA, otherwise ENIGMA basically depends on Java or something else to render that default font. canthelp discovered it when building the CLI that he could not call draw_text when he had no font resources. We should include a default sprite font with ENIGMA, what do you think Josh?

Issues Help Desk / Re: Unable to load library 'compileEGMf'
« on: August 06, 2013, 04:19:38 PM »
Yes, i have installed a 32-Bit Java Version in Windows.
It should run under 32bit yes, we use the MinGW64 compiler which includes the old MinGW32. I am fairly certain it is something to do with your MinGW installation, as polygonz has already asked, did you install MinGW separately? If so that will not work with the Windows ZIP installer.

It will probably break in the next few days anyway, as none of our current systems work that well over time.
Don't be so dramatic Harri, I for one think we have been making great progress the last week or two.

I think the problem some people still have is with that hack cheeseboy did to set the env path.
That installer should not be modifying the Windows environment variables, it should be using the registry.