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Messages - Goombert

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Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 08, 2013, 05:16:57 AM »
Well irregardless its a must, but anyway I agree with you guys, the SVG rocket better represents the development environment as a whole, so it can be used for representing ENIGMA in HD quality from now on, and the old logo will continue to represent the underlying engine and compiler as well as project files, and the space shuttle will represent the development suite as a whole.

Now the new logo I have for wxENIGMA is going to be an atom with the ENIGMA engine logo as the nucleuse, I am still working on it though.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 06, 2013, 10:36:09 PM »
As far as the icon goes you guys, I am debating keeping the enigma logo as the actual icon, it just fits much better, but wxENIGMA does need a logo of it's own which the one I've picked is fine but is needed to distinguish it from LGM, as well as wxDavinci, which is not started yet but I might as well get it out there too. wxDavinci is going to be the cross platform image editor that I will be the lead programmer of, and it is going to be designed to be extensible through plugins that can add post processing effects and other cool image effects and tools onto the basic ones we provide, it is also going to be designed with the subframe image editing directly inside of it as well as MDI and tab control, allowing you to never actually have to leave the image editor to eg. work on another image, or switch subframes of a sprite.

It is going to be it's own program because we anticipate it to become quite popular due to the lack of Windows Paint style image editors on Linux or open source in general. This will also allow us to go back and integrate it with LateralGM providing both programs with image editing capabilites, as well as advanced post processing effects through the use of wxDavinci plugins.

Now as far as an estimated time of arrival I am not quite sure.... There are a number of things to be done yet, such as...
1) Implement EGM Compression/Decompression
2) Rewrite all the old file imports
some of you suggested to me to have Ism just break hers apart from java, but I am quite certain that after looking at how it's done in LGM I will be able to make a much more optimized and quicker version myself in C++, which again will ensure it continues to get maintained, not many programmers like Java, eg. myself included
3) Develop all the resource editors as modular components to the IDE

Id say by about the end of this month you should expect a version which can at the very least create an EGM or .project xml and then import a compressed EGM. As I said before loading/saving in the new IDE is only done in either .project or uncompressed EGM, in order to get old projects into wxENIGMA you will need to create a new wxENIGMA project in the aforementioned formats, and then import everything from your old project files. But for not we will have importing/exporting for all the GM resource files, global backups, GMK's etc. We just need to distinguish Enigma Projects from Game Maker projects that is all, because they are not the same, and really nobody would want them to be.

how can you not see that as a good idea? now you will be able to actually include models, dll's and other so's, and any file you want inside the hierarchy. Otherwise we would have too many top level directories in order to cover all the resource types. Not to mention we need to add shader resources, polygon vector shapes, material surfaces which bind textures and shaders, model animaitons, etc. etc. or none of that can be achieved. Like I said though it will remain and optional feature. Also probably a good time for me to mention sprite previews on object resources is either going to be optional or not included at all.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 05, 2013, 07:56:54 PM »
I know I am just saying though, I told ya so. But anyway we are definately going to have to look at integrated Developer Services Portal now that Game Maker:Studio has it if you pay $500.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 05, 2013, 03:33:34 PM »
See Josh I told you some people would like a non-restrictive non emulated project file structure.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 04, 2013, 06:01:21 PM »
Fear not as I will be making new games automatically generate the old structure, you just wont be restricted to it that is all, and when importing old games it will import them into that directory structure as well. And yes we will support all of the formats, but for saving and loading you can only save as an uncompressed egm or an xml .project. The idea behind this is simple, the IDE is for ENIGMA projects only, but does this mean you can't use your old games? No, you can, you just go to Import/Export where you will see options for importing and exporting compressed egm's, Game Maker files, global backups, and resource files, etc.

This disambiguation is needed in order to make the file structuring more dynamic allowing for us to add new resources like models, polygonal vector shapes, and material surfaces. I will also be including the option for whether project files become compressed inside the executable when compiled. This will also make it easier for end programmers to link share object libraries and use them.

Another thing I should also mention is that the entire layout is customizable, in example, some people like a popout find and replace window, I like it to be docked to the write of code editing, and both options are possible! Even better when you close the IDE it automatically saves your loaded perspective and layout, and reloads it the next time you launch the IDE.

I also have a really awesome plan for implementing Drag & Drop as well. The code editor that wx provides allows controls to be formated inside of it, this will allow me to do Drag & Drop with code folding, and have it formated to the function based version before sending it to the compiler. So from now on, when you decide to edit an event you are shown a code editor which will work with both Drag & Drop and EDL while allowing breakpoint insertion and code folding. This allows more experienced developers like myself to not have to look at the D&D tiles and just use code without it getting in the way, you just dock the D&D panel left of the code editor, ohhh and this will also allow find and replace for D&D code.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 04, 2013, 01:15:53 PM »
Really it is just hard to get people to want to maintain a Java based IDE, so creating a project like this will also ensure that it gets maintained in the future. This also makes communication with the compiler much easier as well, LateralGM has to jump through hoops to work ENIGMA, compilation will be much faster as well because it can send all the resources at once instead of one at a time to be compiled. I also just find it hard to multi-task with LGM due to its memory usage, I like to work on several things at once, and LGM is just not good for this. Don't get me wrong it is a great tool and IsmAvatar did a wonderful job on it.

@fervi it really isn't useless if it less restricting of the user, uses a fraction of the memory, is exponentially faster, and will generate more interest than a Java based IDE

@ExDeus Nope, completely wrong. It will support Drag and Drop and everything, the entire IDE is being built around modular components which will stem from a Multiple Document Interface manager, that allows you to dock and layout the controls to your liking. Plus there are just soo many cool things, like not having restriction on project hierarchies, eg. you can place a background, sound, and object all in the same folder.

Announcements / wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 03, 2013, 10:40:16 PM »

This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.

General ENIGMA / Re: The World of Box2D Physics
« on: February 25, 2013, 04:12:16 AM »
I am pretty sure Box2D does maintain a static lib because that is how GM:S redistributes it.

General ENIGMA / Re: The World of Box2D Physics
« on: February 24, 2013, 05:45:22 PM »
@eejin It will be much more dynamic and provide much better functionality than GM does, eg. static bodies, dynamically changing shapes, multiple bodies per fixture, edge shapes, mouse joints, etc. As far as performance I can guarantee it will be much faster than GM because it is actually compiled and will use Box2D's overlapping test system for integrating collision checking instead of patching it together with bounding box or precise collision checking systems. As josh said we are not going to be duct taping this to ENIGMA like they did with Studio.

@ExDeus that depends on your interpretation of softbody but yes Box2D does allow a sort of emulation of softbodies using Joints and triangle strips...

@Josh of course I didn't make a Windows patch A) you didn't tell me to or explain how to either B) im not on windows

General ENIGMA / The World of Box2D Physics
« on: February 24, 2013, 10:44:41 AM »

We have a Box physics engine in the works you guys, I'll finish it up when I have more time  (Y)

General ENIGMA / Re: Raspberry Pi
« on: February 12, 2013, 11:17:55 AM »
Yes exactly what daz, said you can find that old news post here
This is also why I do not expect much to ever change with their IDE as Mike Dailly has shot down requests for things like ribbon toolbars several times. I do not see them caring about Linux much either, no Linux people want their $500 software that comes with loads of proprietary agreements just to install it from all the copyright formats and stuff their using now. Their concern right now is the Xbox360 as Microsoft developers are helping them port it for the Game Marketplace. Edit: And windows store...

General ENIGMA / Raspberry Pi
« on: February 08, 2013, 05:01:40 AM »
In case anyone doesn't know, the Raspberry Pi is a project to create a simple and inexpensive gaming platform for the price of only $100 with the ability to do Quake graphics, and all that hardware accelleration and what not it has.

Anyway, allot of people over the GMC seem to like the idea of having Game Maker available for it, however YYG is completely ignoring the advent of this platform. I was wondering what the community here thinks about porting ENIGMA to Pi? I am not sure what the popularity of the platform is going to grow into or whether it will be just a flop. But nonetheless id like to know what everyone thinks of it.

Proposals / Path Branching API
« on: January 23, 2013, 12:17:06 PM »
The standard path system used in Game Maker & ENIGMA does not allow for path branching. Path branching allows for more complex path systems where when an object following the path from one node to the next, it arrives at the next node being able to branch off heading to multiple other nodes. For instance, imagine a car heading down a street, when the car arrives at the four way intersection it has the possibility of going straight, left, or right, and this is quite complicated using the path system as it currently stands.

This is a set of functions I would like to propose in order to make this possible with ENIGMA without effecting the underlying system.

Code: [Select]
path_add_branch(index of the path, path node from, path node to)
path_insert_branch(index of the path, path node from, path node to, position to insert branch at)
path_set_kind(ind, val) add a new option for value eg. 2 for branched path
path_start_branch(path, speed, endaction, absolute) same parameters as path_start except endaction determines what to do when it reaches the end of the branch
 0 stop, this would allow the programmer to determine through code what to do next
 1 random, select a random node to move to next
 2 start over, go back to the last node and follow the branch again
 3 turn around and head toward the last node (going backwards on the branch)
path_position_branch, builtin variable to get or set the position of the instance along the current branch based off of path_position 0 to 1, 0 being the first node, 1 being the second
path_positionprevious_branch, same thing except get the previous position on the branch

This is not anything final, this obviously needs improvement, and suggestions are welcome.

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:40:40 PM »
Once I have a prototype design up and running you guys would be able to aid me in merging the parser for edl and the compiler then would you not? I would like to get started on designing the interfaces today if I could. Do you guys have like skype or something where we can chat more in real time or something so you can fill me in the rest of the way?

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