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Topics - time-killer-games

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 »
121
Off-Topic / ASA - A Space Adventure
« on: November 05, 2013, 10:48:19 PM »
This is actually one of my absolute favorite videogames of all time. It was developed completely by one person - Simon Mesnard. Considering the graphical detail and gameplay quality, it is truly a mind blower to think he did it all on his own, very impressive. If you check the credits I was one of his official beta testers - though to be clear my full name is Samuel Venable, he misspelled my last name (one letter off) in the credits video. He also made the game with Adventure Maker ( http://www.adventure maker.com/ ), which adventure maker just so happens to be the very first game development suited I ever purchased or actively developed with. It's a great tool but very limited compatibility strictly devoted to Windows (Or html4 if you wanted almost all key features excluded).

I offered Simon to port his game to Mac, Linux, and Android via re-programming his game with GMStudio and ENIGMA, Simon loved the idea, but the task was too time consuming for me so I let him know that I basically gave up and lost motivation.

For more info on his awesome game, check out ASA on greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=95628194






   


122
Proposals / New Export Options
« on: November 05, 2013, 12:15:00 PM »
I'm very certain if ENIGMA's further development was focussed more on adding platforms YYG don't already have available it would do wonders for both ENIGMA and the expansion of this community.

1)Google Chromebook

http://www.wikipedia.org/wiki/Chrome_OS

Not that this will ever happen but if we could get ENIGMA games running on a Chrome book that could potentially be the first OS we'd support that YYG might not ever add to their list of modules. If this were pursued it could really increase ENIGMA's popularity.

2) Oracle Solaris

http://www.wikipedia.org/wiki/Solaris_%28operating_system%29

3) Sony PlayStation Mobile

http://en.m.wikipedia.org/wiki/Playstation_Mobile

Please note YYG can't ever support PSM legally, but since most of the ENIGMA developers live in the US, we most certainly CAN.:-)

4) WiiBrew

http://wiibrew.org/wiki/Main_Page

We can't really get away with selling wiibrew games, but it would still be very cool to at least play and share GM / enigma games that run on Nintendo Wii's :)

123
This is very old news, but if someone asks "do you know what a blue waffle is?" before they say "you don't wanna know" or "Google it" tell them it is a vaginal disease that looks so gross it makes the common man in a right mind nearly vomit. And instead of being tempted to Google image search that jank, do yourself a favor and prevent an upset stomach.

124
Off-Topic / The truth about "Obsolete GMStudio functions
« on: October 28, 2013, 01:54:42 PM »
That ignorant fucker NakedPaulToast posted a topic over at the GMC that strikes me as rediculously hilarious. Here's what it says (assuming he got this information from YYG) please note I added the text in bold...
Quote

The functions removed are not obsolete, (almost all of them!) YYG called them "obsolete" with false reasoning (lying), the real reasons these function are taken out because they are temporarily not present but they will be added back overtime or re-implimented with all the same features but different function names, which is a pain in the ass for people who plan to port their older GM 8.1 and below projects. Notice how NakedPaulToast uses YYG's words. How these functions "are not compatible" with all platforms is bullshit hogwash. YYG decided they were way too anxious to make truck loads of money so they release Studio even though it was not only bug ridden, it's a work in progress. The fact is YYG didn't want to admit that which is very silly.

With today's GM:Studio update the manual has documented all kinds of functions that have been removed and considered obsolete.

This has obvious relevance to current Studio and HTML5 users, but is also important to GM8.1 (or earlier) and GM4Mac users.

GM Windows and Mac users, if you ever plan to move to Studio (HTML5, Windows c++ runner, Mac c++ runner, iOS, Android Symbian, and any future export) then you should stop using them now. Even if you don't plan on moving to Studio, but do plan on moving to GM:9, it's probably a good idea to stop using them and consider them deprecated, as they have a high probability of not being supported beyond GM:8.1 and GM4Mac:7.

You should also be aware that not all of the functions associated with their respective categories have been removed. For example Particles, particles are still supported but only some of the particle functions have been removed. The documentation has also documented some of the broad reasons that these functions have been removed. Including:
Not conducive to multiple platforms
Usage requires taking control of device
Require code to be created dynamically
Block the execution of the runner
Horribly slow or poorly implemented
Not compatible with newer methods of doing things

If your current project does use any of the above, and you not plan on porting it to a future version of GameMaker, continue using it.



Obsolete Functions:
Spoiler


Triggers
I have no side about the registry functions, but I'm very positive they should work on windows, Mac, and Linux.
Registry Functions
registry_exists
registry_exists_ext
registry_read_real
registry_read_real_ext
registry_read_string
registry_read_string_ext
registry_set_root
registry_write_real
registry_write_real_ext
registry_write_string
registry_write_string_ext

CD functions work just fine on windows Mac and Ubuntu I don't know who the hell they thought they were kidding. window_* functions aren't "obsolete" even though those only work on windows Mac and Linux. It's because in a nutshell YYG were too lazy to bother with writing these functions per platform, it's only a matter of time these functions will somehow become "unobsolete" which makes no fucking sense but they are already doing this with other functions which at a time were "obsolete but aren't anymore.
CD Functions
cd_close_door
cd_init
cd_length
cd_number
cd_open_door
cd_pause
cd_paused
cd_play
cd_playing
cd_position
cd_present
cd_resume
cd_set_position
cd_set_track_position
cd_stop
cd_track
cd_track_length
cd_track_position
MCI_command

I already heard from a few people over at the YYG sandbox these functions are going to be back soon: (Windows, Mac, Linux)
Display Functions
display_set_all
display_set_colordepth
display_set_frequency
display_set_size
display_test_all
screen_refresh
screen_wait_vsync
set_automatic_draw
set_synchronization

the splash functions in specific becoming "obsolete" YYG has no excuse for. show_info is just a ditch text document viewer (RTF is a very universal format not just the desktop platforms even html5, android, iOS and (yes) everything else supports this, likewise for video playback (splash_show_video) they implemented ffmpeg for audio the fact they could just as easily add video support with ffmpeg it's drum they haven't done this yet. and embedding webpages via splash_show_web() can be done on all platforms (rather easily, too) Android and iOS for example have a built-in WebView UI control and it comes directly in the ADK and XCode kits. Needless to say you can also view plain text on all platforms.
Splash Functions
load_info
show_info
splash_set_adapt
splash_set_border
splash_set_caption
splash_set_close_button
splash_set_color
splash_set_cursor
splash_set_fullscreen
splash_set_interrupt
splash_set_main
splash_set_position
splash_set_scale
splash_set_size
splash_set_stop_key
splash_set_stop_mouse
splash_set_top
splash_show_image
splash_show_text
splash_show_video
splash_show_web


If particles didn't work then why can you find thousands of apps on Google play, the AppStore, etc all use advanced particle systems (both 2D and 3D) but GMStudio can't hardly implement just primitive 2D particles, let alone 3D
Particle Functions
part_attractor_clear
part_attractor_create
part_attractor_destroy
part_attractor_destroy_all
part_attractor_exists
part_attractor_force
part_attractor_position
part_changer_clear
part_changer_create
part_changer_destroy
part_changer_destroy_all
part_changer_exists
part_changer_kind
part_changer_region
part_changer_types
part_deflector_clear
part_deflector_create
part_deflector_destroy
part_deflector_destroy_all
part_deflector_exists
part_deflector_friction
part_deflector_kind
part_deflector_region
part_destroyer_clear
part_destroyer_create
part_destroyer_destroy
part_destroyer_destroy_all
part_destroyer_exists
part_destroyer_region

I don't really need to explain this, I've done research you can manipulate sound in realtime on all the platorms except html5 (though in html5 volume CAN be adjusted.
Sound Functions
se_chorus
se_compressor
se_echo
se_equalizer
se_flanger
se_gargle
se_none
se_reverb
sound_3d_set_sound_cone
sound_3d_set_sound_distance
sound_3d_set_sound_position
sound_3d_set_sound_velocity
sound_background_tempo
sound_discard
sound_effect_chorus
sound_effect_compressor
sound_effect_echo
sound_effect_equalizer
sound_effect_flanger
sound_effect_gargle
sound_effect_reverb
sound_effect_set
sound_get_preload
sound_restore
sound_set_search_directory

They already re-implemented these with different function names (see the "networking tutorial) also some ignorant faggot at the GMC said YYG got rid of the mplay functions because they had bugs and didn't always work how they should've. So why not fix the bugs instead of renaming the functions and argument count changes? That just leaves all the more work for porting old projects for no reason.
mPlay Functions
mplay_connect_status
mplay_data_mode
mplay_data_read
mplay_data_write
mplay_end
mplay_init_ipx
mplay_init_modem
mplay_init_serial
mplay_init_tcpip
mplay_ipaddress
mplay_message_clear
mplay_message_count
mplay_message_id
mplay_message_name
mplay_message_player
mplay_message_receive
mplay_message_send
mplay_message_send_guaranteed
mplay_message_value
mplay_player_find
mplay_player_id
mplay_player_name
mplay_session_create
mplay_session_end
mplay_session_find
mplay_session_join
mplay_session_mode
mplay_session_name
mplay_session_status

all of these should work on Windows Mac and Ubuntu
Message Functions
text_type
button_type
input_type
caption_health
caption_lives
caption_score
get_color
get_directory
get_directory_alt
get_open_filename
get_save_filename
highscore_set_background
highscore_set_border
highscore_set_colors
highscore_set_font
highscore_set_strings
highscore_show
highscore_show_ext
message_alpha
message_background
message_button
message_button_font
message_caption
message_input_color
message_input_font
message_mouse_color
message_position
message_size
message_text_charset
message_text_font
show_health
show_lives
show_menu
show_menu_pos
show_message_ext
show_score

these (along w/ the misc functions) are the only ones I'm actually glad they got rid of they have better things to worry about implimenting
Dynamic Functions
execute_string
object_add
object_delete
object_event_add
object_event_clear
room_set_code
script_get_text
variable_global_array_get
variable_global_array_set
variable_global_array2_get
variable_global_array2_set
variable_global_exists
variable_global_get
variable_global_set
variable_local_array_get
variable_local_array_set
variable_local_array2_get
variable_local_array2_set
variable_local_exists
variable_local_get
variable_local_set

It can be done, on all platforms, but because of YYG being lazy we have to write our own transitions with surfaces and shaders.
Transition Functions
transition_define
transition_exists
transition_kind
transition_steps

Miscellaneous Functions
discard_include_file
error_last
error_occurred
export_include_file
export_include_file_location
gamemaker_pro
gamemaker_registered
gamemaker_version
secure_mode
set_application_title
set_program_priority
sleep - this function my be a little pointless buy FYI it can easily be implemented without any work involved really.

And lastly, game_save and game_load used to be obsolete but it isn't anymore because they finished writing it for every platform (except for the YYC ATM) and screen_redraw / screen_refresh would be no sweat for YYG  to re implement so IDK why they haven't yet they are not entirely useless. With screen_redraw/refresh you can make high quality ray tracing which I find to be rather cool (see the ENIGMA examples/games page.)

I find it entirely stupid that YYG nearly incapable of being honest over such silly concepts. If they are being lazy or anxious to share their half eaten (by bugs) software and make thousands a month selling it they could at least admit it instead of calling everything the haven't completed yet obsolete.

126
Off-Topic / Illegal (and Legal) Drugs
« on: October 13, 2013, 10:12:09 AM »
This topic we will discuss why or why not we support smoking, getting drunk or high. I personally believe that these thing though I won't deny they feel good their users, it is never a good idea for anyone to expose themselves to such a self destructive addiction. I'm well aware drug addicts of all kinds will argue to the death that less damaging drugs such as cannabis is not addictive. I can't tell you how many doctors I've talked with who all agree it's addicting, even the one's who admitted to doing such drugs they had no shame in admitting it's an addiction and that it would be in their lives' best interest if they stopped.

Also I'd like to point out that a friend of my family he works at a psychiatric hospital, aka the funny farm where all the mental cases go. He said that the majority of both teens and adults who go there and sleep there for a week or so to adjust their meds - almost all of them are either drug addicts or are there because of the cause and effect of their drug addictions. He even said that weed was the most common misused drug out of just about every patient he's seen come in those doors.

I'm not intending to insult anyone, I'll be more than happy to hear both sides, but the primary reason I posted this topic is because I find it important to get the word out that drugs aren't just an addiction, depressant and a demotivator they really can ultimately ruin your life. Kids don't learn this in the fourth grade for nothing my older sister gets wasted at a bare minimum of every other week. She's seeing Alcoholics anonymous now which is helping heck even though she gets drunk all the time, she actually admits the drugs are bad for her and that it's making her life worse the only reason it's so hard for her to stop is the addiction she already scientifically injected into her brain. It's very rare a drug addict admits they are addicted. My sister is living proof of the truth. She's even done scientific research about it.

A discussion isn't a discussion without two sides, so I'm all ears. :-)
TKG

127
Off-Topic / Post Your Picture
« on: October 07, 2013, 09:50:40 PM »
Post photos of yourself. I'll start off with some old ones...


128
ALLCAPS BOARD / Who's idea was this?
« on: September 30, 2013, 07:55:51 PM »
http://www.youtube.com/watch?v=LROPv7wA8V0
Please tell me the singing in this video isn't in any
particular real, sober language. Very scary.

129
Issues Help Desk / os_type [gms constant]
« on: September 28, 2013, 01:59:22 PM »
Here's my idea on how to implement os_type for enigma.
os_type will return the current platform the game was
compiled for. This function is very useful for adjusting
which code and which resources are to be used on which
platforms. So I'm not entirely certain on how to implement
this, but there needs to be an additional constant that can
check wether a game was compiled with ENIGMA or if it was
with GMS. Something like this:

Code: [Select]
if (os_type==os_enigma) {
       // Enigma code here...
}
else {
       // GM:Studio code here...
}

Since GM:Studio won't recognize the os_enigma variable, I was
thinking, os_enigma could be a constant which would automatically
be added to every project wth the string "os_enigma" found
anywhere in the project code when opened into LateralGM. The
constant when saved in GMK or GMX format would be set to
os_unknown by default. os_type will not ever return os_unknown
which is good because this will help determine whether a game
can be auto-checked on which enigne it was compiled with (ENIGMA
or GMS).

Then if the game was saved in EGM format the os_enigma constant's
default value will be ignored and automatically set to os_type, since
os_type is equal to itself, if os_enigma was set to os_type it would
always return true when compiled with ENIGMA because EGM format
isn't supported by GM:Studio.

Just a suggestion, it should really help if a system like this was
implimented. Cheers!

TKG

130
Graphics and Video / I was dying of boredom so I modeled...
« on: September 15, 2013, 09:00:02 PM »
...this chick. And I might use her in a game but haven't made up my mind just yet.

131
General ENIGMA / Oracle Solaris 11 support?
« on: September 13, 2013, 03:14:49 PM »
I don't know how to go about it but is it possible to run enigma on Solaris and to compile games for it on a Solaris OS? Before answering questing I'm aware that Linux apps do run on Solaris and it's been that way since Solaris 10 was released.

But Linux is still a seperate OS and the Linux apps that run on Solaris don't run as fast and are not completely guaranteed to work where as native, solaris-specific apps don't suffer these problems. There is a version of MinGW for Solaris, and java, which is used for the IDE, is a language designsd by the creators of Solaris, which is obviously Oracle, one would think that it should work.

I haven't gotten a chance to play around with this at all but once I have I'll let you guys know my results! If enigma and its games can compile natively on Solaris, then we should really advertise that on the homepage, the wiki, etc.aside from the non-ubuntu Linux platforms, this might be the first export for ENIGMA that GMStudio might not ever have. :D

132
Programming Help / error: array index >= 32000
« on: September 13, 2013, 11:49:50 AM »
Is there an easy alternative to using arrays, ie. a gml function, extension or anything that would work just like arrays but isn't limited to a maximum index? This to me is a huge problem because I can't have precise 3d collisions without using arrays or at least something of an equivalent to replace arrays with, because the model I'm loading has more than 32000 vertices (each stored in the array index), which throws the error.

Thanks.

133
Tips, Tutorials, Examples / Toon / Cel Shader Example
« on: September 12, 2013, 06:38:46 PM »
Toon / Cel Shader Example

Works in ENIGMA and GameMaker:Studio, and probably other
programs that have use the same shaders system. It's GLSL.

I belive this shader looks a little more interesting in use when
compared to the toon shader Robert included in his 1 million
cubes demo. I took me several hours to find this so please
enjoy. I got it from here.


Vertex:
Code: [Select]
varying vec3 normal, lightDir;
varying vec2 texCoord;

void main()
{
vec4 ecPos;
ecPos = vec4(gl_ModelViewMatrix * gl_Vertex);
lightDir = normalize(vec3(gl_LightSource[0].position) - ecPos.xyz);
normal = normalize(gl_NormalMatrix * gl_Normal);

texCoord = vec2(gl_MultiTexCoord0);
gl_Position = ftransform();
}

The Fragment:
Code: [Select]
varying vec3 normal, lightDir;
varying vec2 texCoord;
uniform sampler2D texture;

void main()
{
float intensity;
vec3 n;
vec4 _color;

n = normalize(normal);
intensity = dot(lightDir, n);

if (intensity > 0.98)
_color = vec4(1.0,1.0,1.0,1.0);
else if (intensity > 0.5)
_color = vec4(0.8,0.8,0.8,1.0);
else if (intensity > 0.35)
_color = vec4(0.4,0.4,0.4,1.0);
else
_color = vec4(0.0,0.0,0.0,1.0);
gl_FragColor = _color * texture2D(texture, texCoord);
}

You can use it with rendering your
entire 3D scene like this:

Code: [Select]
//this should be in your camera object
shader_set(shr_toon);
d3d_set_projection_ext(...);
//Notice I didn't use shader_reset();, and in this case, you shouldn't either.
Or you can is it only with specific
models individually like so:

Code: [Select]
//This should only be used in the objects whose models you actually want to apply the effect to.
shader_set(shr_toon);
//Do all your translating, scaling, and rotating here.
d3d_model_draw(...);
shader_reset(); //In this case you should use shader_reset(); because you don't the entire scene to render this way.

I can't post the screens right now but I'll edit this
post when I capture something that actually looks presentable.
Cheers!

134
General ENIGMA / GMK Parser written in GML?
« on: September 11, 2013, 02:03:54 PM »
I am very capable of learning java and to finish mastering c++ , but the real issue here is time. I don't have time to learn more about these languages with everything else I have on my plate. Though I was thinking, is it possible to write a GMK parser and converter in pure GML? Are there any easy-to-read docs that explain how the different GMK formats work and how to manipulate them with no Java and very little c++ knowledge?  Can any of you guys (IsmAvatar, Josh@Dreamland, Robert, anyone?) Give me some tips and advice in creating a GMK parser in GML? Maybe you guys could find the GML equivalents for the Java/C++ code which reads and writes GMKs?

So basically what I'm hoping to achieve is to create a converter which supports conversion of as many of these formats as I can:

Code: [Select]
•GM 3.X *.GMF
•GM 4.X *.GMD
•GM 5.X *.GMD
•GM 6.X *.GM6
•GM 7.X *.GMK
•GM 8.0 *.GMK
•GM 8.1 *.GM81
•ENIGMA (Windows|Mac OS X|Linux) X.X *.EGM
•GMHTML5 1.0 *.GMX|*.GMZ
•GMS 1.0 *.GMX|*.GMZ
•GMS 1.1 *.GMX|*.GMZ
•GMS 1.2 *.GMX|*.GMZ
•ENIGMA X.X (Windows) *.EXE|*.ZIP
•ENIGMA X.X (Mac OS X) *.APP|*.DMG
•ENIGMA X.X (Linux) *.RPM|*.TAR.GZ

Some of these obviously will no work in pure GML, such as converting to a native binary for Windows, Mac OS X, and Linux. Though If it is simple enough I could write a DLL, DYLIB, and SO to use with external_define/call. Some of these formats aren't even really nessisary, particularly GMF and GMD because of how old the versions of GM they come from are. And GMZ support would also require an external library because we can create ZIP folders in GML by itself.

But anyway I was just brainstorming and listing the possibilities there are. I don't expect to get support for all those formats, I'm just toying withe idea. But yeah thanks guys for whatever help you might provide, I really appreciate it. I feel like a converter sperate from enigma would be good because if written in GML it might open the possibility of doing conversion on mobile devises and such thanks to GMS and/or ENIGMA when the pretty printers are done.

135
General ENIGMA / Video Playback
« on: September 07, 2013, 09:40:17 PM »
In all likelyhood how long (months, years) before enigma will implement ffmpeg for splash video playback? It's free and open source, so then I thought: hmm, why not?

http://WWW.ffmpeg.org/

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