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Messages - Goombert

541
General ENIGMA / Re: Improving rooms editor
« on: December 18, 2014, 02:21:10 PM »
These features are really handy for making RTS games and placing groups of soldiers and AI bots. I'm going to ask Josh to SVG those new icons for Calico though, they look a little aliased.

542
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 18, 2014, 04:17:29 AM »
Don't sweat it, it's not a big deal at all you just weren't aware of what I had planned and you meant well too. IsmAvatar seems to favor sorting it by functionality as well. It's partly my fault for not offering feedback earlier as I was still busy finishing finals at school. But either way keep it up ego you're doing great work, I've made mistakes too that I've had to undo, nobodies perfect, but you're pretty good!  (Y)

543
General ENIGMA / Re: Improving rooms editor
« on: December 17, 2014, 04:34:27 PM »
I actually have a few suggestions that relate to these features that I was actually going to start working on before you decided to improve the room editor, so this is great it means we're on the same page.
https://github.com/IsmAvatar/LateralGM/issues/188

Basically all of what I had planned you are already working on. I am going to go work on an undo manager for the background frame, an event transfer handler for the object frame, and a moment transfer handler for the timeline frame.

544
Proposals / Re: Selection tool
« on: December 17, 2014, 04:23:26 PM »
Yes this is actually a very nice feature, nice work egofree. We should actually find out from IsmAvatar what the purpose of the Batch tab was, because if this fulfills the purpose it should be deleted. For rendering we automatically handle batching in the engine, there's not much the user can do from the IDE aside from assigning texture pages which is not done from the room editor. If this is the case, we should remove that useless tab. And we really should just combine the add and edit tabs like they are in GM and Studio because there's not that much difference between the tabs. I think we should also replace the shift icon with arrows pointing in all 4 or 8 directions instead of just to the right, I mean as a single icon for the button, not 4 or 8 different buttons, think of the drag and drop move icons.

545
Developing ENIGMA / Re: LateralGM 1.8.6.831
« on: December 17, 2014, 04:21:05 PM »
egofree, we should have discussed that first, I didn't really want them sorted because I had them added to the list by similarity of function
https://github.com/IsmAvatar/LateralGM/pull/187

The reason being is because fading to a color and opacity effects are most similar as blur and sharpen are.

546
Works in Progress / Re: Platformer Maker - My firts project usng Enigma
« on: December 17, 2014, 04:19:38 PM »
We actually planned on having this functionality built in, this is what "Design" mode under the build menu is just like Unity3D, but it hasn't worked since ENIGMA R3 and it needs Josh's new compiler. That said I like the improvements it looks like you've got a good start on your game! I would suggest bigger levels and more ghouls.

547
Issues Help Desk / Re: Symbols???
« on: December 13, 2014, 01:33:37 PM »
I did some more research Josh, it appears some hacking has to be done to make windres compile unicode.

I tried including the winduni header instead of windows.h along with ansidecl.h from binutils in the resource file but without including windows.h nothing is written and even including that it still ignores the unicode. Also winduni.h and ansidecl.h are not included in MinGW so we'd also have to redistribute them even if it did work. There is also ansidecl.c and winduni.c so maybe I am just supposed to recompile windres.exe with the unicode support?
http://www.opensource.apple.com/source/gdb/gdb-1515/src/binutils/winduni.h

I don't quite understand how you get unicode windres.exe working with MinGW and none of the internets make any sense, I also tried passing -D UNICODE -D _UNICODE as defines in gcc.ey
https://www.google.com/?gws_rd=ssl#q=windres.exe+unicode

Actually, I think this may shed some light, windres doesn't handle unicode at all, it only handles ASCII, but you can hack it to handle UTF-8 if you want, or we could just escape the symbols ourselves.
http://comments.gmane.org/gmane.comp.gnu.mingw.user/592

Edit: Scratch all that --codepage=65001 works
https://github.com/enigma-dev/enigma-dev/pull/893

This effectively resolves the issue and the patch will be included in the next portable zip release.

548
General ENIGMA / Extension Depends on Extension?
« on: December 13, 2014, 02:01:31 AM »
Not sure about this one but I'd like to know why the following isn't working for me.

Code: (YAML) [Select]
Depends:
  Extensions
: DataStructures

My asynchronous extension relies on the Data Structure extension and needs it to be compiled first otherwise a segfault ensues. Since I can't find another extension that relies on another extension as an example I have absolutely nothing to go on and the Wiki page doesn't distinguish.
http://enigma-dev.org/docs/Wiki/About.ey
http://enigma-dev.org/docs/Wiki/Extensions

Do we have this system in place yet or not? Otherwise I will have to hard code the ds extension into the async extension and you'll have to build without the DS extension enabled.
https://github.com/enigma-dev/enigma-dev/pull/891

549
Announcements / Re: Java Easy Image Editor 0.0.1
« on: December 13, 2014, 01:08:03 AM »
I am not surprised, I have similar issues with sharing permissions of the temp files on Windows, which also doesn't surprise me. This system could use a little improvement and I'll give it some in the future.

550
General ENIGMA / Re: Busy busy, like a bee
« on: December 13, 2014, 01:06:55 AM »
Haha, well there we go! Wish I could fix this windres unicode issue though :/

551
Issues Help Desk / Re: A weird error with File Handling
« on: December 12, 2014, 06:18:51 PM »
Hello Valdis! Try running the game in debug mode, then copy and paste the C:/ file path of the output executable from the console window. Then open enigma-dev/git-bash.exe and enter "gdb path/to/game/exe/from/lateralgm/console" once GDB opens type "run" and run the game till it crashes. When it does you should get a SIGSEGV at which point you should enter "bt" and copy and paste the stack trace at http://www.pastie.org or http://www.pastebin.com

That allows us to see the exact file and line in the engine the game crashes at. It would also be helpful if we could see the actual file that your script has to parse or else a replica of the file that reproduces the issue so that we can build a standalone unit test.

Also you did post in the correct location, I usually help on Facebook if I see the message, I just haven't looked at Facebook for a few days. Second we do like issues to be posted here on the forums or on GitHub in case other users encounter the same or similar issues.

552
Issues Help Desk / Re: Compile Error (C++ Bad Reloc)
« on: December 12, 2014, 06:13:25 PM »
Yeah I am not exactly sure exactly what would have caused that, but glad you got it worked out! What was the problem exactly?

553
Proposals / Re: keyboard_string_direct
« on: December 11, 2014, 11:10:42 PM »
Yeah I noticed that I was experimenting locally, it's because the other keyboard functions are registered by window messages for keyup keydown etc. I do not know why it is that the keyboard does its thing the way that it does, but usually pressing a key and holding it types the letter then waits a bit and starts spitting the letters out. One thing I tried was making a keyboard_status[255] array to check against and setting either 0 for not pressed, 1 for pressed, 2 for intermediate, 3 for pressed, and 4 for released. That's easy enough to do and you could consider 1 and 3 for down, but it still don't function quite the same.

The other problem is that the input string is always uppercase, I don't know if you noticed that or not. So you would need to manually check vk_shift yourself to determine whether the keys are uppercase or lowercase. Perhaps ENIGMA could at least provide a helper function for this though. We don't have this problem with our built in keyboard_string because the API's just tell us what the last char was.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWScallback.cpp#L175
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/xlib/XLIBmain.cpp#L88

The better solution would be to write a dll extension like you did for Window flags that hooks onto the system message loop.
http://msdn.microsoft.com/en-us/library/ms644990%28v=VS.85%29.aspx

You could borrow some of ENIGMA's code and replicate the input system to behave the exact same way except work when not in focus. You could have functions like keyboard_check_pressed_direct and keyboard_check_released_direct to get around overloading.

554
Proposals / Re: keyboard_string_direct
« on: December 11, 2014, 04:24:30 PM »
We don't actually query the keyboard when not in focus, and there's no way to because we don't receive messages, this is by design of Windows. So you would have to make sure you don't have the option to freeze when losing focus set. Then you would have to do it manually with keyboard_check_direct

I actually found a result on google for what you are looking for, but its in Dutch or something.
http://www.game-maker.nl/forums/topic,53927.5/imode

Code: (GML) [Select]
for(i=5; i<255; i+=1){
   if(keyboard_check_direct(i)){
      string += chr(i);
   }
}

Allow me to give you a modified version that handles backspace:
Code: (GML) [Select]
for (i = 5; i < 255; i += 1) {
  if (keyboard_check_direct(i)){
    if (i = vk_backspace) {
      keyboard_string_direct = string_copy(keyboard_string_direct, 0, string_length(keyboard_string_direct)-1);
    } else {
      keyboard_string_direct += chr(i);
    }
  }
}

555
General ENIGMA / Re: Busy busy, like a bee
« on: December 11, 2014, 10:04:25 AM »
Taking a further look at the following page while trying to debug the windres unicode issue.
http://www.transmissionzero.co.uk/computing/win32-apps-with-mingw/

I see that...
Quote from: Building Win32 GUI Applications with MinGW
The -Wl,--subsystem,windows linker switch ensures that the application is built as a Windows GUI application, and not a console application. Failing to do so would result in a console window being displayed whilst your application runs, which is probably not what you want. We must also link with comctl32, which we require due to using visual styles in our application, so we include -lcomctl32 on the linker command line too.