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Messages - Goombert

76
Tips, Tutorials, Examples / Re: looking for shaders
« on: February 12, 2019, 06:51:10 PM »
Hey, you just wait until you see what I am going to port over to ENIGMA very soon. It's one of my projects in MonoGame... very exciting. I am going to port it in an attempt to add HLSL shaders and improve the GLSL shaders. I will have it working in 4 graphics systems. Just stay tuned for that, lots of interesting things coming. Also, that sounds interesting, I had wanted to build a SimCity like game in ENIGMA for some time, but presently all I have is my 2D SimCity tile-engine working that was made by me in GM a long time ago now.

77
Tips, Tutorials, Examples / Re: looking for shaders
« on: February 12, 2019, 06:49:43 AM »
Alright, as promised, here I am with a very simple GLSL shader example. So the first thing to mention is that shaders in ENIGMA, since they were first added, are very pure. This means we have less abstraction on top of them so you'll need to do things like declare the GLSL version at the top. I have plans and intentions of improving shader support and compatibility quite a bit soon. Since we've largely revamped our graphics systems and solved some of the more basic problems... this is the next logical step as I've been incrementally adding DX11 support.

You'll find 3 files attached to this post. simple-shader-example.zip is a GMX that contains a GLSL 110 shader which works in our OpenGL1 graphics system. Shaders will not be saved when saving your project in the GMK format because it did not support them. The shader itself, while GLSL 110 compliant, is not GMS compatible. It will therefore not work in our OpenGL3 system, which is structured more like GMS's shaders. This is one of the areas I plan on improving going into the future. You will also find toonv.glsl and toonf.glsl which is a 3D toon shader that also works in our OpenGL1 graphics system if you would like to use it.

If you have any more questions, please feel free to ask, and I will make sure that when I get to improving the shader support that I make an announcement.

78
Tips, Tutorials, Examples / Re: looking for shaders
« on: February 12, 2019, 12:25:48 AM »
Hi impo! I can make you a simple GLSL shader example that's GMS compatible. Give me a bit to prepare one. HLSL shaders are not in yet, I attempted them before but had to remove them due to dependency on the legacy D3DX. I will be readding HLSL shaders later using the newer API so I can port my one terrain engine, based on Battlefield DICE's, as a proof of concept. I'll post back later.

79
Announcements / New Dependency on Google Protocol Buffers
« on: February 02, 2019, 09:54:42 PM »
I wanted to make sure to cover this with an announcement to keep everyone in the loop. We have now rearranged the backend to the compiler so that it now uses Protocol Buffers directly. EnigmaStruct is now deprecated and should not be used for building new command line or frontend tools that integrate with ENIGMA.
https://github.com/enigma-dev/enigma-dev/commit/a1aa34d57d91e438bf937a39d902a6556932eaec

We also had to come back and address a few regressions from this change in several games. With this, there have been no other new regressions discovered.
https://github.com/enigma-dev/enigma-dev/commit/090d1a92fa377e0f9a851ebdaa3daa325b76a497
https://github.com/enigma-dev/enigma-dev/commit/36de74c8d44871ea260506a8f8e27d684aee4253

EnigmaStruct is deprecated rather than obsolete because it is still used by LateralGM. It will likely remain that way as my development attention is staying focused at RadialGM now which uses the new Protocol Buffers directly for its data model. One advantage to the new Protocol Buffers interface is that binary compatibility can be maintained when changing the protos. This is not true of the old EnigmaStruct, and thus, tools that use it will be subject to frequent breakage as a result of the lack of binary compatibility.

Long story short, you will now need to install Google Protocol Buffers when setting up ENIGMA or the next time you update an existing installation.
Code: (Bash) [Select]
# MSYS2 64-bit
pacboy -S protobuf:x
# MSYS2 32-bit
pacboy -S protobuf:i

I have also updated the Ubuntu/Linux installation instructions as well as the easy method script with the help of TKG. You will need a newer protobuf version which is why we recommend installing the dependency from Maarten Fonville's PPA which is where our Travis CI build obtains it.
https://enigma-dev.org/docs/Wiki/Install:Linux
https://github.com/enigma-dev/enigma-dev/issues/1527
Code: (Bash) [Select]
sudo add-apt-repository ppa:maarten-fonville/protobuf
sudo apt-get update
sudo apt-get install libprotobuf-dev protobuf-compiler

You will also need to do a clean build of the compiler.
Code: (Bash) [Select]
make clean
make -j4

80
Works in Progress / Re: Mystery Mansion
« on: January 30, 2019, 04:35:13 AM »
If you are talking about DirectSound not playing short WAV files, you may seriously want to update hugar, they weren't kidding when they told you I submitted a patch for it recently. (Y)
https://github.com/enigma-dev/enigma-dev/commit/cc5ed8ba22f1b25bb6164bfbdf4dc0ff725efa06

81
Works in Progress / Re: Mystery Mansion
« on: January 19, 2019, 12:18:32 PM »
I am really excited for the release of your upcoming game hugar. I have to say, I like the theme and I think it's going to be interesting to see how the story develops as the game progresses. I look forward to a story directed by you. The gameplay mechanics discussed sound similar to others we've been seeing lately, with some additional twists. I hope that you will employ enough variety to differentiate the game. I am looking forward to what the bonus items will be and discovering them in the game. I really like the preview screens and have to say the art work looks good so far. I'll be watching and waiting for the first release!

82
General ENIGMA / Re: Great News for the NEW YEAR
« on: January 01, 2019, 02:44:36 AM »
Oh my gaaaahddd, I went to bed in 2018, I wake up in 2019 and the EDC is fixed. Call the starship scotty because they're going to beam me straight up into the giant big ol' fat 3.14 in the sky.

Now that I got that out of my system, I just want to say I am really happy and thrilled with all of you lately. Excellent work on Josh's part, I am really happy he finally hammered all the gremlins out of the EDC so we can use it again. I am really proud and also greatful for your work on developing an offline manual that I know many people are going to be quite happy about hugar! TKG is clearly starting to mature into a skilled software developer, and a useful contributor now, as he continues to refine his development habits and practices to accomplish much larger and needed tasks like the SDL joysticks this week.

2018 has been a great year and I have it on good authority that 2019 is going to be even better! :eng101:

83
Works in Progress / Re: Project Mario
« on: January 01, 2019, 02:19:06 AM »
Minor update to this topic because I have run across the fact that my old Dropbox links have gone dead. I stopped using Dropbox about a year ago but have backed up all of my files from there. I spoke with Josh and asked him about putting Project Mario up on the EDC and he actually went so far as to fix EDC game uploading. I'm now hosting the project's source there.
https://enigma-dev.org/edc/games.php?game=76

I believe this is carried on from the ISO compliant version because I notice I use all forward slashes for filepaths instead of backslashes. Which is fine either way, GM8.1 should handle forward slashes just fine. To get this version to build on the latest master you just need to use the OpenAL audio system because the DirectSound audio system seems to have some issues with some of the WAV audio files.

Over the years since I posted this topic, ENIGMA has changed significantly. The only main issue I have found with running the game in the good old OpenGL1 is that Mario's head does not appear on the start screen. This is likely due to a change in the clipping planes of the projection function when I switched ENIGMA to GLM. Direct3D9 has also seemed to have developed some surface issues at some point. Regardless, I am generally happy that the game continues to work so well despite some of our massive overhauling of the models and everything (thanks continuous integration!).

84
Issues Help Desk / Re: [SOLVED]LGM/Enigma lib errors
« on: December 07, 2018, 10:15:16 AM »
That's good, everybody note this, I may have to tweak the Wiki a bit to mention that you should do it from the MinGW32 terminal for 32 bit.

85
Off-Topic / Re: Greetings, everyone!
« on: December 05, 2018, 12:41:19 AM »
Hey ProtoLink! I should mention I find it humorous that not only is your group Enigma, your name is also "Proto" "Link" and the entire new serialization mechanism we use in the new IDE is based on Google Protocol Buffers (aka "protos"). Anyway, welcome to the forum and I hope you have fun here! Our community members are extremely helpful so don't ever be afraid to ask for help.

86
Issues Help Desk / Re: LGM/Enigma lib errors
« on: December 05, 2018, 12:37:52 AM »
Quote
3. 64-bit CompileEGMF don't work on latest LateralGM.
Quote
I'm using portable Java 8.0 x32, packed with Launch4j, so, the installation and PATH for it is not needed.

This is the problem, you have to use a Java that is the same architecture as compileEGMf. A 64 bit Windows process can not load a 32 bit dll, and this is true for Java as well. If your computer can run the 64 bit version, then you should use a 64 bit Java with a 64 bit MSYS2, which actually will still allow you to build 32 bit games if you separately install the 32 bit versions of the packages at the same time (though nobody has really experimented with doing so yet). RadialGM will not have this issue.

87
Issues Help Desk / Re: RGM crashes on startup
« on: November 17, 2018, 04:07:15 AM »
This has since been resolved and was just temporary. Understand I may make a few more breaking changes like this as I refine the remote building of games in the server.
https://github.com/enigma-dev/RadialGM/commit/cd8ff62dc5dd3da1d10f6baa2f4e136688d5f090
https://github.com/enigma-dev/RadialGM/releases/tag/RadialGM-v1.0.126

That said, I am not really ready for beta testing yet, so whatever people are doing at this point is not really supported. I'll be making an official announcement when everything is ready to go for the first beta.

88
Issues Help Desk / Re: LateralGM external code editor does not work
« on: November 17, 2018, 04:00:07 AM »
Sorry I do not have more time to investigate with developing the new IDE full time. I just want to post to let you know I think I might know the answer to your problem. After configuring an external code editor you may need to reopen any scripts/code windows or completely restart. When you do, you should then see a pencil icon on the toolbar of the code editor. That pencil icon will open the script/code in the external editor. We could discuss improving on this in LGM, but iirc GM was always the same way, and I am no longer supporting LGM with the new IDE on the way.

You should check the following Wiki guide instead of the other one:
https://enigma-dev.org/docs/Wiki/Overriding_settings

The one Hugar is referring to is just how to make Notepad++ have GML syntax highlighting which is independent of using it with ENIGMA or GM.

89
Announcements / Git History of Master Rewritten
« on: November 17, 2018, 02:33:14 AM »
This is a small announcement just to warn everybody that Josh had to rewrite part of the recent history of enigma-dev master.
https://github.com/enigma-dev/enigma-dev/issues/1413

It started when TKG made a pull request that contained a dll which Josh told him was ok to use. Since Josh was not available, I agreed to review the pull request and merged it into the repository. The confusion here was that Josh wanted TKG to host the dll somewhere other than the repo. Obviously, I broke one of the very important rules of git by merging the pull request, that you should not add binaries to a repo. If you continuously add binaries to a git repo you will bloat the download size of the repo since cloning the repo involves copying the repo's history (which ends up being multiple copies of a 5mb dll).

Anyway, Josh fixed it by rewriting the history on master to make it look like that pull request was never merged. This means that any existing clones or forks of enigma-dev need to be rebased onto the new master head commit. This is a rather complicated procedure, even for people who know git, so I recommend that you simply reclone and or refork enigma-dev as needed before sending any pull requests back to us.

We're all sorry for the inconvenience this may cause anybody and are going to be more vigilant going into the future. I just wanted to make this announcement so everybody is aware and also to increase awareness so people understand not to add binaries to a git repo and it doesn't happen again.

90
Off-Topic / Re: absolutely important announcement
« on: October 30, 2018, 10:38:04 AM »
I want to take a moment to say, yes, I too am very thankful for HitCoder. I also consider him my friend, he's a good guy, and actually he's very special. If he were to leave I would feel like this community were missing something very important. I would say I have similar sentiments about the lot of you too.

I want to also say that it's because of appreciation for every member's contribution here that I take extra precaution when refactoring the codebase. Moreso in recent years than before and we've done a great job of preserving many of the bug fixes and patches everybody has submitted over the years despite major overhauls I've been doing to the frontend and the graphics.

Everybody is welcome here to make games and you should never feel otherwise.  (Y) (Y) (Y)