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Messages - Goombert

General ENIGMA / Re: Problem with wiki page
« on: June 15, 2013, 02:59:23 PM »
Yes I created those pages its a css problem with how it divides into columns, zoom out on the page a bit or increase your resolution. I need to figure out a better way to automatically divide columns without causing cutoffs like that.

Edit: On second thought I know why this is, google chrome does not properly support <div></div> column tags, you can edit the page yourself I believe the actions are in a template at...
Once you register on our forums you are already registered for the Wiki, so you can go ahead and log in and try to fix that template in chrome if you want.  (Y)

Proposals / Re: Wayland support?
« on: June 15, 2013, 04:05:38 AM »
Qt and OGRE are also possibilities. OGRE more so when I write the graphics system port for it, which fundies I can tell is already gizzing his pants about.

Issues Help Desk / Re: Input box popup
« on: June 15, 2013, 04:03:30 AM »
Robert I been saving my games as gm 8.1 to be compatible with gamemaker.  Should I be saving as EGM?

Yes, unless of course you like having to set any extensions your using each time you load your project in LateralGM. SInce it is our own format we can save whatever we want to it, there is really no way for us to save compiler configurations to the GMK format. Not to mention EGM is way smaller in compression size and is actually a zip file, you can just right click it and hit extract, where as GMK is binary and you can't really do much with a hex editor.

Issues Help Desk / Re: Input box popup
« on: June 14, 2013, 11:12:53 AM »
ExDeus, no the selection is saved under the EGM format, use EGM format for saving games made with ENIGMA.

Issues Help Desk / Re: Input box popup
« on: June 10, 2013, 05:57:27 PM »
I don't think get_string has been added yet, check the Wiki...

Now if it is, you need to go to ENIGMA->Settings and select a Widget system for anything with GUI controls or font pickers, get_string requires you set a Widget system for the controls, it will not look like GM's. Josh told me it is implemented, so youll just need to set your Widget system, you may need to download and compile wxWidgets, if you have any trouble please visit the IRC at the link below and I will assist you.

Proposals / Re: Image Speed
« on: June 10, 2013, 03:41:31 PM »
You could make it a preference too.

Wonderful forthevin! Thanks for all your help, I have already taken to doing so as well, tracker looks better already  (Y)

« on: June 10, 2013, 01:22:21 PM »
2:21 PM, the Dairy Queen I hate yesterday had to come out, normally I leave rabbit like droppings, but the cheese got to me and was very binding I made a very large bowell movement.

I attempted to apply the fixed file, but now 'S' makes the Window fullscreen :/

I told him to post on the tracker ;_;

Edit: Nevermind, Deus, he did post it on the tracker, the text screwed up so he posted here, its all good  (Y)

Ideas and Design / Re: Add subimages from files
« on: June 09, 2013, 01:56:51 PM »

Get the updated Jar file there from that topic, I already added the feature you want, just hold ctrl while selecting multiple files in the sprite previewer. Works just like a regular multiple file selecting dialogue.

Announcements / Re: LateralGM Update
« on: June 09, 2013, 01:49:09 PM »
No gra, that don't have anything to do with the JRE. lnfFont is a variable containing the font to use for the plugin and the GUI it is declared in lateralgm.jar, so it looks like you did not copy the files right or are trying to use the old LGM with the new plugin. You have to overwrite them.

forthevin, I want you to add two things to this.

1) When making bug reports, people should include exact steps to replicate, and properly label issues on the tracker, take LGM's tracker as an example, I had a very pleasant experience working with IsmAvatar's tracker. ENIGMA's tracker on the other hand is a complete mess, when we implement stuff or fix bugs we never mark off the issue # the commit fixes or anything like that, that I was doing on LGM's tracker, not to mention we have polygonz in charge of labeling ^_^

2) When merging I think we need to add that people should make an effort to understand the code and actually review it before merging. It is like writing an essay, you can't proof read your own stuff well, it is best when someone else does it for you. This is also one of the big things of having SVN and a tracker, but yet we do not utilize it, even Josh has done this by merging cheeseboy's half broken code without reviewing that I had to go fix immediately for him.

Announcements / Re: LateralGM Update
« on: June 08, 2013, 03:16:50 PM »
I have fixed the game information bug and game settings bug, they now load and save properly as of my latest commit...

Gra, we need to figure out a new preferences system, I found out the Java ones can not be overriden, rest assured we are going to add preferences for the code editor. But I will announce something big very very soon, that will solve everyones problems.

Well thats another thing I was saying Deus, there is also Morphological Antialiasing which is done in the shader. There is no such as mathmatically correct antialiasing, I really don't where Josh is coming from with this. It depends on your definition of antialiasing and a perfect algorithm would test the fragments against all interpolations, but that is not possible with today's computing power. And I can assure you Deus MSAA will look much better for 2D as well, all it does it take the pixel and interpolate with the destination pixels, it does the same thing except can hold more accumulations of pixels making it look better and does not require you to do any depth sorting. The reason I have not comitted yet is I started talking to Josh about how we would recreate the texture for each view, and given GM's poor display_reset() implementation because DirectX enables it throuh the swap chain, I have decided to create multisampler surfaces.

For instance, you will create a surface with surface_multisampler_create(width, height, samples); then when draw anything you want to have antialiasing to that surface then draw the surface on the screen. This will give you complete control over it, and also GM:Studio added binding a surface to a view, so when we add that functionality you can just bind the multisampler surface to a view, and bam your done. Now some games like Battlefield 3 will do MSAA and SSAA at the same time, this is why I will also provide an surface_supersampler_* series of functions in the future as well and you will just combine the two surfaces together using your preferred technique of blending/interpolation.

I have to reprogram what I started to surfaces though, and I got sidetracked fixing Game Information and Game Settings for LGM, we got her down to only 11 bugs now. As soon as IsmAvatar comes and merges my pull request, I will go get those surface functions done for you, I also have more surprises coming up for everyone soon.