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Messages - Goombert

766
Tips, Tutorials, Examples / Rewind Space Time
« on: October 10, 2014, 12:44:54 AM »
This example shows you how to rewind a game, it requires one tiny change.

http://gmc.yoyogames.com/index.php?showtopic=638849

The room creation code needs to declare the i variable for some reason, simply change it to the following. We will need to investigate the bug.
Code: (EDL) [Select]
for(int i=0; i<10; i+=1)

767
Tips, Tutorials, Examples / Analog Clock Example
« on: October 10, 2014, 12:41:33 AM »
This is a nifty example showing you how to use the date and time functions to create an analog clock. Once again thanks for the extension TheExDeus!  (Y)

http://gmc.yoyogames.com/index.php?showtopic=638858


768
Tips, Tutorials, Examples / Rain Particle Example
« on: October 10, 2014, 12:39:18 AM »
This is a nice example I found on the GMC that works perfectly out of the box with no changes.

http://gmc.yoyogames.com/index.php?showtopic=639854


769
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 09, 2014, 11:46:02 PM »
Just an update HitCoder, I managed to partially get the following example working.
http://sandbox.yoyogames.com/games/163325-sonic-battle-engine-v1gmk-included

Here is my GMK with changes.
I mainly had to set the game info frame to have a border so you could close it because I haven't finished implementing the game info window fully. I also had to fix some parsing errors in the drag and drop by enclosing them with start and end brackets. I also had to replace action_save and action_load_game with a comment in obj_storymode because we haven't implemented saving and loading yet. There were also two objects with the same name which we do not support.
https://www.dropbox.com/s/3bllq4gjkgn2yh2/sbev1.gmk?dl=0



The sonic Red Ring tutorial also works if you change the name of the room and run it.
http://sandbox.yoyogames.com/games/188858-sonic-red-ring-tutorial-transform



This one also works but it appears the developer didn't quite finish it too much. You will have to rename the "double" variable though to get it to build, because double is a C++ type which ENIGMA supports.
http://sandbox.yoyogames.com/games/191988-sonic-engine



Sonic Boost tutorial works by just changing the room name.
http://sandbox.yoyogames.com/games/182835-sonic-boost-tutorial


770
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 09:31:57 PM »
lol, is that Bing Crosby?

771
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 08:55:06 PM »
Additionally extensions do work in ENIGMA, just not the resource extensions, I mean the dll ones, and I would actually recommend the Faucet Networking buffers over the ones Studio has built in.

772
Developing ENIGMA / Re: LateralGM 1.8.6.722
« on: October 09, 2014, 08:29:08 PM »
No not quite that big, that requires a lot more work than you think. Anyway, I'm not going to tell so just give up.

773
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 08:23:22 PM »
Quote from: Rujik
I am using them as a less memory intensive alternative to ds_grids.
Actually, they probably have more overhead than data structures which are raw collections, ours from the standard template library and likely theirs as well. Buffers were designed for networking, this means they have the added overhead of checking and reordering endianess. Data structures are likely much much much faster at sorting data as well.

Quote from: Rujik
so I guess I can just keep messing around with GMS and check back here every now and again.
You're welcome anytime!

774
Developing ENIGMA / Re: LateralGM 1.8.6.722
« on: October 09, 2014, 06:42:04 PM »
As of the following commit I have added the expand all and collapse all buttons to the search trees context menu. I have also fixed the layout of the search filter it should expand with the splitter under all look and feels now. I also made the extra zoom tools besides the main one zoom around the center of the image like most image editors.

https://github.com/IsmAvatar/LateralGM/commit/aa4ec0aa2cb45920667b745767ae23d4c981a4a9

Quote from: egofree
Robert, as we are close friends, you know that you can tell me everything !
If I told you, I'd have to kill you. Even if I wanted to tell you I couldn't tell you much because I am not the one working on it, it which is almost fully done.

775
Issues Help Desk / Re: I have a problem!
« on: October 09, 2014, 03:33:27 PM »
Don't bother installing MinGW, I don't even install it and I am a developer.

Open git-bash, type "rebuildcompiler" and hit enter. Then try launching again. If you get an error rebuilding the compiler, it's because you've placed the Portable ZIP in a path with spaces (though I believe we did fix this) or else you did not run with administrative privileges.

Leonfi, please try my suggestions and post back with the results.  (Y)

Quote from: TKG
And this is the biggest reason people are turned off by this site. You guys need to make sure the portable update actually works for everyone before releasing it and replacing an older version that actually worked.
These instructions are stated very clearly on the Wiki. I can't help it people don't follow instructions, people do it all the time, I even do it sometimes. For one I don't know why you and daz would go on about installing MinGW, when I've never suggested that once on this entire site. You couldn't have possibly thought he was trying to do a source code installation because it says right in the directory structure he's using the ZIP.

Quote from: leonfi
/ENIGMA/enigma-dev/plugins/enigma.jar

Quote from: Wiki
Note: You need to run the self-extracting zip and the enigma.exe with administrative privileges before and after setup so the application can access AppData to output temporary build files, simply right click the file and select "Run as Administrator" on Windows Vista or later.
http://enigma-dev.org/docs/Wiki/Install:Windows

We even have a FAQ and Troubleshooting page.
http://enigma-dev.org/docs/Wiki/ENIGMA:FAQ
http://enigma-dev.org/docs/Wiki/Troubleshoot

Additionally this issue can sometimes happen with a 64bit Java installation, since we technically only support 32bit like GM.
Quote from: Wiki
Why am I getting an error about CompileEGMf?
Most likely you probably ran the LateralGM jar file, you need to open "ENIGMA.exe" instead so that ENIGMA can build and compile its engine and create the CompileEGMf library. Once you open ENIGMA the first time you will need to wait a few seconds while ENIGMA compiles its engine, you will never have to wait again after it compiles. If the CompileEGMf file is present, then it's possible the plugin cannot use it. This is known to happen because of a 64bit JRE. You should download and install x86/32 bit Java instead.

776
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 05:04:32 AM »
Quote from: Rujik
But now I am to a bit of a road block that I'm hoping you guys can help with again. It seems like the buffer functions are either broken or significantly different.
Sadly, I hate to tell you that they are simply broke. I am the one who attempted to write them but I am not that great with bitwise operations and I've been waiting for some free time to finally finish them, but I just haven't because more important issues keep popping up.

You can see the code here.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Universal_System/bufferstruct.cpp#L89

It would probably be better if someone like Josh just rewrote them.

Quote from: Rujik
is there anything different about surface_draw_part from GM? It seems to "kind of" draw part. where vertical lines of the previous surface show through. Looks like the computer got lazy and only updated half-ish of the surface at odd intervals.
Hmm, that could be a scaling issue introduced by my recent viewport scaling changes that Harri currently fixed in a commit.

https://github.com/enigma-dev/enigma-dev/pull/841

Also, if you want to post here that's fine, but I would suggest separating issues from this topic and posting them under "Issues/Help Desk"

777
Developing ENIGMA / Re: LateralGM 1.8.6.7
« on: October 09, 2014, 05:01:35 AM »
I've now improved the main zoom tool, it will properly center to where you've clicked. I've additionally fixed the layout of the preferences frame to make it friendlier to certain look and feels.

Quote from: egofree
Ok, it is working as expected.  (Y) Now let's add scope and scripts in events and everything will be perfect !
There's still tons of changes coming that you will be very surprised about, this is why I'm going slower with the version numbers. Top secret.

Also, just to prove a point, these look and feels do work on Linux.


778
Developing ENIGMA / Re: LateralGM 1.8.6.68
« on: October 09, 2014, 12:19:18 AM »
Now I know you're being sarcastic, but regardless, you would have to make your own Look and Feel. It's just like CSS style sheets for Qt or JavaFX apps but you have to do it with actual code and then tell UIManager to use your classes to render the components. You obviously don't have to do all the painting you can in fact just set the back color or simple things like that. You can additionally use auxiliary look and feels, that's where you set a basic one and then extend it with another look and feel on top, but LGM don't support that quite yet.

I have provided links in the other topic about designing your own Look and Feel, there is even a full electronic PDF book.
http://enigma-dev.org/forums/index.php?topic=2283.0

Josh is also going to make a contrasting dark version of the Calico icon set that will look better with the dark themes that we will prebundle with LGM.

779
Developing ENIGMA / Re: LateralGM 1.8.6.68
« on: October 08, 2014, 10:30:54 PM »
I can't help it I love it. It looks just like the GM6/7/8 advertising screenshot, brings back good memories.



780
Developing ENIGMA / Re: LateralGM 1.8.6.68
« on: October 08, 2014, 10:11:22 PM »
I am having fun with these old GM examples. 1945 works too.
http://www.rupert.id.au/tutorials/gamemaker/examples.php