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Messages - Goombert

976
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.

977
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!


978
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.

979
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 01, 2014, 02:50:04 PM »
This is excellent news and I am going to finally take a chance to play the game, I have started the download now and will post back with more details including my first review of the game ever.

980
General ENIGMA / Re: OSX Trials and Tribulations
« on: September 01, 2014, 02:48:02 PM »
I'd like to add that I am honestly surprised there are not a million more errors on Mac considering I've been contributing to that part of the repository for months without testing.

But I would like to ask how are you compiling for Windows from Linux? Using a VM or a cross-compiler?

981
General ENIGMA / Re: Cross-compiling from Linux to OS-X works --interested?
« on: September 01, 2014, 02:46:03 PM »
Uhhh, go ahead and send the pull request. I am interested to see how much work it took, and if you want to do a Wiki page go for it. This is definitely going to be a highly requested feature, as far as I am concerned if the work is already done don't be afraid to go ahead and show it to us and that goes for just about all features really. However I would like to indicate that your other fixes/improvements are probably more higher priority but it's better to show us and we all discuss it than throwing it away or you know.  (Y)

In other words there is no sense in letting good work go to waste, and both you and egofree have made very excellent contributions to the project, a hell of a lot cleaner than my first contributions I might add.

982
General ENIGMA / Re: New functions available in the rooms editor.
« on: September 01, 2014, 12:26:26 PM »
Ok I've reviewed it and pulled it already, however I still think we should reconsider the former because I don't really think it's reasonable or uhm intuitive to make the user switch tabs in order for the buttons to work. It just doesn't seem like it is easy for people to pick up compared to them just being able to set what they want to delete and what they don't want to delete, plus it saves them a number of clicks by being able to do it all in one go.

983
General ENIGMA / Re: New functions available in the rooms editor.
« on: September 01, 2014, 07:36:11 AM »
Quote
Well, it works this way : if you are on the objects tab it will delete only instances, and if you are on the tiles tab it will delete tiles only. This is identical to GM Studio.
Eh, I really don't like that. I would like someone other than me and you to offer their preference.

Quote
I don't understand : Calico icons are used in LateralGm as icons, but are they really used in games ? Anyway i am not against changing the default grid size to 16x16.
Create an object without a sprite, then create a room and add the object, the icon used to represent it will be the object ball. In GM it was always a question mark if the object had no sprite, in LGM we just use the object icon. But anyway that icon is 18x18 but I'd like a 16x16 default grid where that icon fits properly into it since power of two is better. So in other words I'd like 16x16 default grid size and when an instance uses the default icon to display itself in the room editor it should scale itself down to 16x16.

984
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 31, 2014, 06:02:04 PM »
I would just like to offer some feedback here with the latest Portable ZIP. After testing the various features and preferences for selection and moving instances I must say you've done an excellent job here egofree with implementing everything, I am very proud of you and happy to have you as a contributor.

I so far have only thought of one suggestion, I believe we should add a check box for tiles and instances on the "Delete All" button so that you can delete just tiles or just instances. Does that make sense?

Also I set the default grid size to 18x18 since that is what size Josh's Calico icon set was exported in but we really should keep the default 16x16 of GM in my opinion. Perhaps we could check if the default object icon is being used and then scale it?

985
General ENIGMA / Updated Version
« on: August 31, 2014, 12:16:03 PM »
I have decided to pull and test all the recent changes made and done my best at building a new Portable ZIP where everything appears to be working.

You can manually update the ENIGMA sources using git and then obtain the LateralGM and plugin jars manually if you so choose.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

You can also download the newest Portable ZIP, however I have not addressed the issue with Chrome flagging it as malicious.
http://enigma-dev.org/docs/Wiki/Install:Windows

Change Log
* Addressed an issue with drag and drop parsing when parameters are left blank with 0 length. https://github.com/enigma-dev/enigma-dev/issues/810
* Addressed a GMX action reading issue, setVal needed called anyway and this is why DND actions loading from a GMX that referenced resources were not working, not the entire action just the specific argument.
https://github.com/IsmAvatar/LateralGM/commit/bea63c57213af221e375379a799c4c5b19495594
* All of egofree's improvements to the room editor should be included as well as preCreationCode
* Various fixes by sorlok for timelines, iterators, scoping and other compiler issues.

If anybody wants a more detailed change log just list the items and I'll update my post.

986
Not currently no, that needs worked out.

987
Developing ENIGMA / Re: New properties in egm files
« on: August 24, 2014, 11:15:00 AM »
I was already aware that this was going to happen and was planning a topic on the issue. Really we just need to ask Josh or Ism to weigh in.

988
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 23, 2014, 10:14:26 PM »
Very nice ego, keep up the good work, I am still pressed for time, even more so now.

989
Works in Progress / Re: Cabin Fever Escape 3D
« on: August 23, 2014, 10:22:28 AM »
I think you are getting better at making/designing games TKG, this is some nice work.

990
While I do agree with daz about just changing the extension to .zip or .7zip, .exe should be recognized by Chrome as fine, I consider this to be an issue with them. They ought to know by now what self-extracting 7zip's are.