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Messages - Goombert

Issues Help Desk / Re: [Solved] EMGfCompiler Problem at first launch...
« on: December 02, 2014, 07:44:17 PM »
Hey glad you like our work we are trying our best, it's really just a hobby we love to tinker here! I've also added this fix to the troubleshooting page on the Wiki.

Issues Help Desk / Re: [Solved] EMGfCompiler Problem at first launch...
« on: December 02, 2014, 04:18:33 PM »
Hello supernova, sorry about that, but we only support Java 7 and up. I see you have Java 8 but you must have had an older version also installed in parallel. Egofree's fix works by explicitly stating the Java version you want to launch LGM with. I am glad we could get this resolved and nice work egofree!  (Y)

General ENIGMA / Re: New Portable
« on: December 02, 2014, 12:36:26 AM »
Hello thatidiot, I am planning on updating the Portable ZIP when the new LGM reaches version 1.8.7, or that's what I was planning. But then again the new LGM has a ton of fixes, and is pretty stable now, everyone has been testing it including egofree's rigorous debugging. So if it is really necessary I can update the Portable a little early, but I would like to at least finish a couple more features I am working on.

My vote goes for Spelunky because I think it is also getting a 360 port or something, so I'd love to see that working in ENIGMA, I would splooge.

General ENIGMA / Re: Quick question on fonts
« on: November 30, 2014, 08:01:54 PM »
We don't actually need 3rd party libraries for generic font_add, WinAPI has it built in and stuff, but we may need a library for TIFF or whatever format it is, if I recall TIFF files or whatever are only supported on Windows for Studio or something like that, I can't even remember the file format off hand.

As I said on YouTube, this is very good news, we've been making considerable progress with your bugfixes to the compiler sorlok. I am really impressed and thankful to have you here as a developer!

General ENIGMA / Re: Quick question on fonts
« on: November 30, 2014, 06:23:09 PM »
Yes, exactly as Rusky stated, we convert them to a sprite sheet and build them into the executable, this was in fact by Josh's design.

Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: November 29, 2014, 10:22:03 PM »
You'll have to pull the changes, but he's throwing a lot more with fixes our way and stuff, so I am still holding off on a new portable ZIP.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 06:22:52 PM »
I just fixed the exception with ENIGMA settings, this is caused by me using the key instead of the key value for identifying tabs in the settings frame.

Update the same as always, also, Design mode hasn't worked since r3, so don't worry about it right now.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 03:10:38 PM »
Yes that's normal, it's been that way since I started working on LGM, go back and test lgm16b4, GM's IDE does the same.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 01:53:12 PM »
Ok, quick update, I've identified the bug and fixed it already, it was a very small mistake I made when I fixed the issue with the layout breaking when switching look and feels, though I don't even know why I removed the code or caused this bug in the first place, but I fixed it.

As always you can update via python or manually from the extra packages page.

* Fixed collision event select issue just reported by egofree, this mistake was actually made way back on September 29th and existed this whole version, for some reason I accidentally removed the update listener to the tree root that updates the event select.
* The GMX writer was writing the path background room but the GMX reader was not reading it.
* Threw the setModel call for the tree in LGM.reload into a SwingUtilities thread, this stops the occasional exception caused when double clicking a GMX project and loading it via file association with enigma.exe or when launching LGM from a terminal or command line.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 01:30:23 PM »
You are going to need to be a little more detailed than that, I need exact steps to replicate. I attempted to add new collision events in the latest version in several games and it works fine.

Developing ENIGMA / Re: LateralGM
« on: November 27, 2014, 05:44:02 PM »
Here's a new release with several fixes I've been working on for a few days.

For this update you must update both the LateralGM and plugin jars, you can do so via python or manually from the extra packages page.

* Stopped the sprite frame subimage selection from going out of bounds when clicking a button, the last frame will still be properly previewed.
* Fixed issues where the checkered patterns for image previews were not resizing without closing and reopening the resource frame, this was caused by me caching the image without checking if the size changed.
* Temporarily patched an issue that caused the language preference to not explicitly override the operating system locale, though I am currently waiting for IsmAvatar to see if she would like it fixed differently because I have another solution that is just as easy. This issue was reported by egofree.
* You can now preview icon files when loading them. We broke Christian Trebel's ICOReader when we originally ported it by automatically closing the stream, this is incompatible when plugging it into ImageIO, you need to close the stream manually. So that is fixed, but also I double checked to make sure streams were not left open from game info and elsewhere and properly closed the streams where they needed to be.
* ICO files can now be loaded by the background and sprite editors, the sprite editor will load all layers.
* Prefix options have been full implemented, you do not need to restart they take immediate effect, adding new resource types also doesn't require updating the preferences frame anymore, it is generated dynamically.
* Game icon and version information have been fully moved to the Platforms/Windows tab in Game Settings, Project Information is now fully implemented as well so information and description are properly distinguished now. Other platform settings are soon to follow.
* Made the layout for physics options on the object frame more compact and correct.
* Fixed a race condition between messages, preferences, and resource kinds which was necessary to implement prefix preferences. So the tree groups can be translated again.
* Increased the default room size a bit, default size is way too small.
* Added missing separators to some resource frames
* Symbols are translated again for the object frame, so no double semicolons will appear under the French translation.
* Added translations for messages that were not translated before.
* Switched the executable file chooser to use the LGM CustomFileChooser, so it will now ask you whether to overwrite files when you save an executable and things like that.
* Fixed BMP writing, you can now properly save bitmaps from the sprite and background frame.
* Removed unsupported image formats from the image file readers and writers.

Graphics and Video / Re: Video games
« on: November 26, 2014, 04:26:36 PM »
Haha, some of these are pretty good, I like the ones on top with Pacman and Space Invaders the best  (Y)

Programming Help / Re: Embedding Enigma into GUI
« on: November 26, 2014, 06:06:21 AM »
Yes but my recommendation would be to just make a QtGL powered graphics system by porting GL3, it wouldn't be hard either, 95% of the code would stay exactly the same and it would work on older computers where ANGLE supplements Direct3D9 as well.