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Messages - Goombert

Off-Topic / Re: Legacy of Kain series fan art ...
« on: April 26, 2013, 09:38:15 PM »
Hey gra you like the new smilies/emoticons? If so be sure to vote to keep them :)

General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 26, 2013, 09:34:45 PM »
Flash is going down the toilet with HTML5, even youtube has an html5 option it just needs more optimization, it can do everything flash and that can, and I love it honestly because it means less plugins you have to freakin manage.  :cool:

General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 26, 2013, 11:28:38 AM »
Yah chill the fuck out Das  >:( But anyway, Das I think hes right, because if they all have browsers, they all have youtube, and youtube dont work as well with HTML5. Time-Killer-Games, don't let these idiots get you down, they just want to discuss the logical application of it, thats all  :)

General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 25, 2013, 03:19:27 PM »
Actually we already have a working JavaScript/HTML5 port  ;D however we could use a new developer for it as we are still busy polishing the main engine for the basic target platforms and the original maintainer is currently AWOL.

You can find information reguarding platforms on the Wiki at the above link. Our new compiler will be coming out soon which will be %100 compatible with GML and fix a few bugs in the current one, it also adds pretty printers making it easier to export to JavaScript, so it might be better to wait until our parser is completely finished, I'll allow Josh to fill you in on the rest. We also have an IRC chat room where you can join and speak with the rest of the developers in realtime, your welcome to come join  :)

However as far as Playstation Portable goes I believe it requires the Sony SDK, which YoYoGames got in trouble for violating copyrights and had to cease PSP development, so I am unsure about that.

EGM however is only our project file format, it is a combination of zip and yaml, it is way better than YYG's and will alow us to integrate directly to Developer Services Portal or things like GitHub, it also doesnt jump through hoops storing the files, it can be compressed or uncompressed while working with it, this functionality is just no in LGM our old IDE, but will be in the new IDE, which I am a lead developer for, called NaturalGM.

General ENIGMA / Re: Changing Screen Resolution
« on: April 25, 2013, 02:49:17 PM »
Basically what github does is just track our source code. We host it in one place called a repository, that repository can then be branched by developers, called a fork. I work off of my own fork and make changes to it, then when I want to include those changes in the engine everybody uses I merge them with the main repository. It also offers the ability to track bugs, suggestions, feature reuqests, and todo lists. It is a basic necessity for groups of people working on the same code, because it can detect conflicts between developers and allow you to fix them properly.

General ENIGMA / Re: Changing Screen Resolution
« on: April 25, 2013, 11:06:13 AM »
Very nice, but you know what would be better?

If you integrated it directly to the engine, your welcome to contribute so long as your willing to go GPL and youll need to learn GitHub.  :cool:

Nobody has implemented the screen resolution function yes, thats why it has not been added  ;D

Edit: If you like smiley cat, you should vote in the poll below this one, some members want him removed.

Third Party / Re: GMK Parsing library for C++
« on: April 24, 2013, 02:03:13 PM »
Hey, time killer, chill this post is old, DatZach is almost done rewriting the GMK API in C++, in just another day or two.

General ENIGMA / IsmAvatar Networking
« on: April 23, 2013, 01:09:11 PM »
Ism, as far as those networking functions you've finished, why is it they haven't been added yet?
Zach has done some documenting on Studio's network format, and he'd be willing to merge the network functions you've created. We just need some info from you :P

Off-Topic / Re: Legacy of Kain series fan art ...
« on: April 23, 2013, 12:39:39 PM »
Hey gra I want to tell you if you need any help don't be afraid to ask or post here on the forums, I do my best to provide documentation on the Wiki, and we will all assist with any help you may need.  (Y)

No polygonz your suggestion was backwards you only suggested I rearrange the header includes and the include for background struct, you never mentioned the macro defined before all of that. You were probably the one who should have done a clean rebuild  :D

Now as far as this goes, I thought the compile issue was only regarding LGM, if its just a matter of changing the filename extension, then what the hell? And whoever couldnt figure out how to embed the icon on windows into the Executable has got to be dumber than cheeseboy. If I wasn't swamped with everything else ENIGMA right now I'd lend a hand, but I find it crucial to have the new IDE's than to bother with LGM which everyones allergic to anyway.

When a proper implementation is layed out and more explicit instructions given I will begin to tackle this.  (Y)

I already told you what the problem was...

#define *using backgroundidmaxalthoughitwasntedeclaredyet*
#include "theheaderthatdefinesbackgroundidmax.h"

When it needed to be...

#include "theheaderthatdefinesbackgroundidmax.h"
#define *using backgroundidmax*

So you see I did not hack a fix together, I actually fixed it, your numskull, so forget about it, its fixed. I don't know whats wrong with you thinking you can use a variable before its declared, but your insane.

General ENIGMA / Re: Abstract Object Types
« on: April 19, 2013, 09:04:01 AM »
The button keeps the object from inheriting the built in phy_* constants and stuff, a physics body still needs generated through code. In Studio the two collision systems work together in conjunction.

* Correction you broke everything, then committed your files and just left the new graphics system and debug mode broken for both, until I fixed them.

General ENIGMA / Abstract Object Types
« on: April 19, 2013, 05:06:48 AM »
After an argument the other day with Josh that ENIGMA should be able to support both the 2D and 3D physics systems being used simultaneously and him discouraging any sort of abstraction to the built in objects, this time he has lost the argument.

As you can see there Josh, "Uses Physics", therefore we better get started.  :(