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Messages - Goombert

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.,53927.5/imode

Code: (GML) [Select]
for(i=5; i<255; i+=1){
      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);

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.

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.

General ENIGMA / Re: New Portable
« on: December 11, 2014, 10:02:55 AM »
Thanks Darkstar2. we are doing our best and it does look like he left again, he's welcome to come back at any time, this was obviously nobodies decision except his.

Issues Help Desk / Re: Symbols???
« on: December 11, 2014, 09:24:32 AM »
The copyright symbol is ALT+0169, I can confirm this bug, but it may not be our fault.

We add the copyright information by passing it to the Windows resource compiler in MinGW, which is how Visual Studio adds this information to exe's, and it does appear the value was written there correctly.
Code: ( (Unknown Language)) [Select]
VALUE "LegalCopyright",      "Copyright © Robert B. Colton"
I've filed a ticket.

This suggests using \251 for the copyright symbol and it does work for me.

This is not how GM 8.1 behaves.

Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: December 10, 2014, 01:50:08 PM »
HitCoder, I made a new Portable ZIP yesterday and it has the fix for the with statements so that the original unmodified Sonic engine by polygonz should work again.

Also I've filed a feature request for code refactoring, but it's unlikely to come any time soon we have so many other issues to work through right now.

General ENIGMA / Re: New Portable
« on: December 10, 2014, 01:47:24 PM »
Your fix for writing tiles is, that one I pulled before 831, your other ones I just pulled yesterday and haven't rebuilt the jar because I was working on Jeie.

Tips, Tutorials, Examples / Advanced Platform Example
« on: December 10, 2014, 12:44:11 AM »
This is just a heads up I ran across the tutorial for GM6 over at the GMC and it works perfectly in ENIGMA with no changes.

You can follow the tutorial from start to finish with ENIGMA.

General ENIGMA / New Portable
« on: December 10, 2014, 12:04:40 AM »

I decided to build a new Portable, it's been quite a while and the old one has gotten stale, plus most of the changes have been pretty stable and well received.

You can get it from the Windows install page.

This release includes several of the latest LGM and plugin changes such as all the awesome searching in resources features and what not, you can check the other topic for that info.

Let me point out some specific engine/compiler changes brought by this ZIP release:
1) Window flags were fixed to make extensions like Ultimate3D work, they are exactly the same flags used by GM8's window.
2) Object writing was refactored to use an instance tree by Josh, this makes several other future compiler fixes much easier.
3) With(self) was fixed by sorlok which makes Polygonz Sonic engine work again
4) instance_change fix provided by sorlok
5) Surface fixes and other GL changes by Harri
6) instance_deactivate_object fix by sorlok
7) Timelines infinite loop fixed by sorlok
8) Persistence memory leak fixed by Josh
9) Array length functionality and var overloading implemented by sorlok

There's been a ton of other changes but I don't see them as that important to list here, if you think one should be then tell me.

Announcements / Re: Java Easy Image Editor 0.0.1
« on: December 09, 2014, 10:50:00 PM »
The latter heh, I am not that multilingual, I had two years of Spanish in high school, but I am horrible, I am much better at German but still pretty horrible.

General ENIGMA / Re: Externalizing LateralGM
« on: December 09, 2014, 10:49:31 PM »
Just an update to this, I figured out why isDirectory() was not working when iterating through a Jar, you have to export the directory structure info with the jar from the jardescription.

Announcements / Java Easy Image Editor 0.0.1
« on: December 09, 2014, 07:54:58 PM »

I decided to start doing some work on JEIE and bring it up to speed with our other projects. This project was started as simply a basic cross-platform image editing program for those familiar with GM's. This is the first release in over two years, so please bare with me here. JEIE can be used as your GM or LateralGM image editor, or on its own as a separate program. We will probably never redistribute it as part of any official distribution, it will always be a separate program.

You can download the latest jar from the Extra Packages page.
Size: 162.72 KB

Change Log 0.0.1
Regressions that were introduced in and then fixed in this version are not listed here.

1) Outlined resource handling class for i18n, image, and keyboard configuration.
2) Replaced all copyright headers with the doxygen format because it allows us to describe each file, among other tings. All copyright names were simply copied over and I added the copyright header to my new class, please double check I updated the copyright headers correctly.
3) Added tooltips to all buttons on the main toolbar.
4) Added missing keyboard shortcuts to every menu item I could.
5) Added translations everywhere I could.
6) Improved the unsaved changes dialog to have Yes (opens a save dialog), No (closes without saving), Cancel (stops the program from closing)
7) Added the missing edit menu where cut, copy, and paste should go in the future.
8) Translated the tool panel as well.
9) Added missing round rectangle tool (with the same arc width and height as GM) and the paintbrush tool suggested in #13
10) Implemented frame preferences handler to remember the maximized state and bounds of the window, uses the key "org/jeie"
11) Added a dialog that now asks for the size when creating a new image.
12) Added a jar description and manifest for building the application jar.

General ENIGMA / Re: Quick question on fonts
« on: December 09, 2014, 12:45:58 AM »
No it's the copyright of the font TKG, the ones in word are likely free or permissive DS2, and I do believe changing the format can sometimes get around that TKG, such as if it were vector instead of bitmap.

General ENIGMA / Re: Busy busy, like a bee
« on: December 09, 2014, 12:01:55 AM »
I just tested sorlok and building an exe with the "None" window system did not force open a terminal/cmd. It's probably something minor within the cross-compiler. I don't know whether or not Linux builds force a terminal open or not. We should probably add a preference for this somewhere, but then again I want to abstract systems such as "None" and "Shell" because they also mean two different things in graphics. None means absolutely no symbols, nothing at all, shell simply means the functions are shelled and able to work on any platform, headless in other words.

Developing ENIGMA / Re: LateralGM
« on: December 08, 2014, 03:42:30 PM »
Thanks egofree, and thanks for your fixes too otherwise I probably wouldn't have noticed the tile names for quite some time, it looks like I got the instance names a long time ago. I was actually thinking about the undo/redo buttons right now since I was going to add instance creation ordering to the room editor, but you seem to be working in the same files right now. I got this release out to avoid us having conflicts in our commits.

As for the close button, GM's is layed out quite similar, I combined all effects to one frame. It's fine for now, just don't stress about it. Too many bigger things to worry about right now, we can always come back to things. Also the size of the combo can't really be fixed, the preferred size cuts off the strings and the default size makes it fill the whole width, so I went with getPreferredSize().width * 2 for now.

Also try to use the edit button more, this topic is getting too many pages and we keep going to a new page too quickly, last page only had 2 releases.

Developing ENIGMA / Re: LateralGM
« on: December 08, 2014, 01:52:11 PM »
Here's another quick update, I've included some fixes from egofree, and I've finally finished that image effects frame!

You can update as usual using python or manually from the Extra Packages page.

1) Image effects frame implemented and 12 basic effects including Colorize, Intensity, Outline, Emboss, Black and White, Invert Color, Remove Color, Remove Transparency, Sharpen, Blur, Opacity, and Edge detection. The little green spray paint can icon on the sprite and background frame will open the image effects frame. For sprites you can apply it to all selected subimages, otherwise just select 1 subimage, if no subimages are selected it will be applied to every subimage.

2) Fixed a bug in the search feature, resource action arguments will now be searched by name, useful for finding all uses of a script for instance.

3) A fix was included by egofree for the GMX writer to give all tiles unique names using the id, which works with Studio though is less hash-like. A similar fix was previously included for instances by myself.

4) Fixed exception in instance list of the room editor when selected instance has a non-existant object reference. For example you create an instance of an object and then delete the object resource, the instance becomes of unlinked.

5) Moved transparency functions, such as for checkered patterns, to Utility class.