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Messages - Goombert

961
General ENIGMA / Settings/Preferences Redesign
« on: September 09, 2014, 01:18:46 PM »
This is another feature I have finished today that I have been meaning to implement for some time. Replace the tab controls with a tree view to better organize settings and preferences. This is ultimately intended to give these interfaces more room as we need to expand them for more settings such as platform settings for not just Windows and many other things. The new interfaces are more reminiscent of Visual Studio and Eclipse or Code::Blocks preference panels.




Down the road it is possible for me to also had a filter functionality to those trees like other IDE's have once they get more features implemented to them. But this is also intended to bring about another change, removing ENIGMA settings. My objective is to allow the ENIGMA plugin to extend the Preferences and Game Settings window for permanent and per-project compiler and API settings. So ENIGMA settings will vanish without breaking any of your EGM's and all of its settings will now show up in Game Settings if of course you have LGM to hooked up to the plugin.

I would like you guys to offer some feedback on my vision for the future of LateralGM, please do not hesitate to let me know how you think about this.

962
General ENIGMA / Re: Search Filter
« on: September 09, 2014, 10:03:42 AM »
I'll see what I can do Harri but do not expect it right away.

963
General ENIGMA / Re: Search Filter
« on: September 09, 2014, 01:18:49 AM »
All changes are now upstream! I fixed the last remaining bug and everything is good.

964
General ENIGMA / Re: Search Filter
« on: September 09, 2014, 12:07:03 AM »
Oh no sorlok that is not what I meant. Duplicate ID checking is another issue we need to resolve, but I am talking about right clicking the resources when the filter is active and duplicating one of them in which case they are automatically assigned a new name and they may still be visible even if that name does not apply to the filter unless you change the filter or toggle it on and off real fast. I am wondering if maybe I should make renaming of a node automatically trigger an update to the filter.

965
General ENIGMA / Re: Search Filter
« on: September 08, 2014, 11:33:43 PM »
This one gives much quicker results though and you can visually see them as well as filter the resources as you go so it's more like a file explorer. I personally like this feature much better because the other feature just stops at the first resource it is kind of archaic but I see no reason to remove that feature for the time being.

Also I forgot to mention that in Studio if you filter the tree and try to duplicate one of the resources that Studio will error lol but LGM does not you can duplicate filtered resources but the filter may not immediately update and show the duplicated resource even if it don't match the expression.

966
General ENIGMA / Search Filter
« on: September 08, 2014, 06:27:20 PM »
Well this was just something I wanted to experiment with today, saw it in the new Studio and really liked the feature so I spent all day coding it and perfecting it to make sure there were no glitches. Functions pretty well and just about the same as Studio and is easily expandable for more capabilities such as regular expressions and case sensitivity. I optimized the searching/filtering as best I could as well so you should expect it to work pretty efficiently.



There are a couple of differences to note however. In the ENIGMA version if you have focus on the search filter and hit enter the selected resource is automatically opened in its editor, Studio does absolutely nothing so I just thought this was a nice little addition. I would appreciate it if everyone could test this new feature and give me some feedback or let me know of any errors encountered and whether or not you like the feature. If everyone likes it and it works out well I will send the changes upstream.

Edit: Changes stable and sent upstream.

This was the commit.
https://github.com/IsmAvatar/LateralGM/commit/d7abae97c3aa06be7c6a5fbfa2e3e80e22e5e91d

The LateralGM version has been incremented to 1.8.6 and also includes egofree's room editor improvements.
The new LGM can be obtained via the extra packages page or through the python script.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages#LateralGM
A new Portable is also available for download.
http://enigma-dev.org/docs/Wiki/Install:Windows

967
Developing ENIGMA / Re: The benefits of Visual Studio's compiler?
« on: September 07, 2014, 06:06:06 PM »
Yeah I thought I read that online about .NET before, but I said it contrasted with the JSE. Though I was still using it to support my other premise, but I do believe if you install .NET you have to have multiple runtimes installed side by side merely as an end user and not just for compatibility testing like the JSE. I do not currently know because I do not have the .NET framework installed at all, which makes me wonder why Paint.NET even works on my computer currently. But the .NET framework is definitely up into the hundreds of MB's.

It looks to be slightly bigger than the average JSE which is cumulative and causes it to be much bigger. Though it is important that you consider that .NET is still relatively newer than Java which has existed for some time and therefore the initial interfaces/API's of .NET are as a result likely to be bigger because they had to include basically all the same features of Java with their improvements. In other words .NET was not starting at ground zero or at the most rudimentary levels of a framework.

968
Developing ENIGMA / Re: The benefits of Visual Studio's compiler?
« on: September 07, 2014, 12:53:22 PM »
Harri raises an interesting question. I do not think .NET is backwards compatible, correct me if I am wrong but I believe the framework is designed with forward compatibility in mind. Evidence for this is that I currently have over 10 different MSVC redistributables installed, I didn't install them they were factory default. This directly contrasts with the JSE which is almost always backwards compatible, the only thing I ever ran into that was deprecated was thread.stop();


969
Programming Help / Re: Windows 8 touch support
« on: September 06, 2014, 10:45:44 AM »
Looks like Studio created a separate set of functions purely for this purpose.
http://docs.yoyogames.com/source/dadiospice/002_reference/mouse,%20keyboard%20and%20other%20controls/device%20input/index.html

Actually it looks like most of the touch functions are part of user32 which is included in MinGW. Silly me I didn't think about touchscreen monitors.
http://msdn.microsoft.com/en-us/library/windows/desktop/dd371582%28v=vs.85%29.aspx

I wonder if I were to wrap these functions in Win32 if they would work for a Windows 8 tablet.

970
General ENIGMA / Re: Cross-compiling from Linux to OS-X works --interested?
« on: September 04, 2014, 12:14:35 PM »
Have I mentioned lately how much I hate Apple, Inc?

971
Works in Progress / Re: Flippy Bored Multiplayer HD
« on: September 04, 2014, 12:08:59 PM »
Finally I got past the first level and then died, this is the hardest mother I've ever played.

Quote
Wouldn't you have limited vision if you were flipping repeatedly?
I agree my vision would be pretty blurry if I was shitting repeatedly.

972
Works in Progress / Re: Flippy Bored Multiplayer HD
« on: September 04, 2014, 08:13:52 AM »
Well the first thing I'd like to mention is that this is not your average shitty bird clone. Anyway this looks like a good spinoff of Mark the Penguin, but TKG the first level is just too damn hard for me it's the constrained view that I can't even pass the first block.

973
I think we should have just added a version number....

Especially considering it is a format constantly in alpha/beta...

Consider that no format would be truly "final" but EGM has been stable enough to get the job done for some time now.

974
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 02, 2014, 05:31:46 PM »
Well I must say I can see why Iji is such a popular title, the story is very interesting and somewhat reminiscent of Halo which is a favorite of mine. I also like the lead character being a female which breaks down a lot of barriers in more ways than one, you know women in video games etc.

I noticed two glitches:
* Pressing the down arrow on a regular surface that's not an elevator makes the players animation loop in like a glitchy way.
* On my HUD I saw two bars of health and I walked over several different health pickups and it said that my health was full I walked away and came back and tried again and it still said the same thing.

However I did feel that the introduction level seemed to have a large abundance of message dialogs. Many of the controls and mechanics were self explanatory.

But overall not a bad game!


975
General ENIGMA / Re: OSX Trials and Tribulations
« on: September 02, 2014, 10:36:35 AM »
I think you built OpenAL wrong because you need to compile it with the formats you expect to use. For instance take a look at sound_add it just reads the binary and then hands it to OpenAL.