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Topics - time-killer-games

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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 (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.

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?

ALLCAPS BOARD / awesome url available
« on: September 06, 2013, 10:32:45 PM »
The domain name isn't currently taken! Quick! Make this the new enigma URL before the porn industry beat us to it!

General ENIGMA / My First Contribution to the Wikj :-)
« on: September 06, 2013, 03:22:47 PM »
How do you guys think I did? :-)
This series of articles I am writing is intended to outline the pros and cons of both ENIGMA and GameMaker:Studio without any emotional bias expressed, with the hope it will help you make a wise decision on your own on which software better suits your expectations. The first thing to consider is the price tag, which is what this article will specifically outline.
GameMaker:Studio Standard costs $50 with no upgrade options available for GameMaker:Studio Professional. The Standard edition is what YoYoGames uses to wet your appetite to want to pay more than what was originally necessary. Here's the worst case scenerio mapped out:

So let's say I buy standard, no bid deal:
Standard (Includes XP to 7 and Mac OSX modules): $49.99

Then I realize I really like the software so I buy Pro:
Professional (Adds the Windows 8 module): $99.99

Due to financial issues, I can't afford Master Collection and so each year buy a new module to have under my belt:
YoYo Compiler: +$299.99    Android Export – x86, ARM, MIPS: +$199.99    HTML5 Export: +$99.99 iOS Export: +$199.99    Ubuntu Linux Export: +$99.99    Windows Phone 8 Export: +$199.99
Please note the Tizen Module is currently free for existing Master Collection users, which in this example I am giving I won't be a Master Collection until several years have passed, which means YYG will be charging seperately the Tizen Module with an obvious price of $199 just like the rest of the Mobile Modules, (iOS, Android, and Windows Phone 8):
Tizen Export: +$199.99
Under this case scenerio, if you do the math please do notice I spent well over 1,000 dollars, $1,250 to be exact (Ouch!). If you ask me, anyone who is willing to pay that much for software, something that is digital, and you can't even feel Physically with your hands, well, then you just made one very sad investment there are so much more important things to put that money towards, (Your future spouse's wedding ring, wedding dress, a car, an education, college, etc.)
That was the worst case scenerio, now the best case scenerio, while doing the math it still hands up to a price not far off from the worst. If I buy Master Collection right on the spot without ever bothering with the Standard, Pro, or indidual module purchases, it is still robbery, the whole $800, every last penny.
While on the other hand enigma is currently a faster-game running equivalent to GameMaker:Studio Standard along with a IDE that runs on not just Windows like Studio, but also on Mac OSX and any Linux OS. On top of that, you have an Ubuntu export, unlike Studio, has any other Linux OS comatibility, and actual compiled code, which Is more valuable than the YoYo LLVM Compiler I might add, all of this absolutely free.
Again, here is a brief overview in price range between ENIGMA and the Studio equivalent:
ENIGMA Windows, Mac, and Linux IDE: Free Studio Windows-only IDE: $49.99
ENIGMA Ubuntu Export, which supports all other Linux Platforms: Free Studio Ubuntu Export, which only works on Ubuntu and no other Linux OS: $99.99 for Pro plus another $99.99 for the actual module, so essentially it is $200
ENIGMA's actual compiled code, which is faster than the YYC/LLVM: Free Studio's slower YYC/LLVM: $99.99 for Pro, plus the actual module, $299.99, together it's $399.99
Now, while all the things about ENIGMA mentioned it is still free and open source, while the studio equivalent is half a thousand dollars ($499.99) again The studio equivalent includes the Pro, $99.99, then the Ubuntu, $99.99, then The YYC, which is another $299.99.
Last but not least I'll be sure to mention even though ENIGMA currently doesn't have as many feature and exports overall, that doesn't matter. It's only a matter of Time before Josh finishes the Pretty Printers for ENIGMA,which means that in very short order ENIGMA will catch up and be the one with more feature and exports.
In conclusion, I don't care how you spend your money, but I'd still like to give you this heads up so you don't have any excuse if you end up wasting it. It really comes down to this - are you patient enough to wait for ENIGMA to catch up, or, will you waste your money on something useless in due time. Patience is a many splendered thing.
The next article I intend to write will be addressing the compatibility between ENIGMA and GameMaker:Studio, and the pro and cons between ENIGMA's Language (EDL) and GameMaker:Studio's Language (GML). Stay tuned!

General ENIGMA / The ENIGMA Team Appreciation Topic
« on: September 02, 2013, 10:52:45 AM »
Discuss what you love about ENIGMA, other members, the forum, the site, the developers and contibutors of ENIGMA, etc.

My turn:
I love this site. everyone is nice... well, at least to me you all are. I really appreciate it. I don't take rudeness lightly and I typically I have strong reactions to stuff like that which is something I often deal with at sites like gamejolt, the GMC (before I was banned), and kongregate. But this is something I never have to worry about here and I'm very thankful to have not just a nice community but also the developers of ENIGMA actually listen to me and apply my requests to the ENIGMA project in record time (unlike YYG). You guys are doing a great job and I want to encourage you to keep up the great work, and to shoot for higher goals and to push your limits even more so because I know you can do it (it may not be easy though). Again, thanks for everything!

Works in Progress / New Linux Game Coming Soon Made With Enigma
« on: September 01, 2013, 09:16:24 PM »

Game Logo

Story and Release Date

The game takes place in a museum which carries
many precious and sacred artifacts and artworks.
With no recollection of how you ended up there,
Can you unlock the ancient secrets behind such
a mysterious place? Coming December 2013.

Graphics Information
and Screenshots

Here's the map for the first floor of the museum:

Animation sample:

I was playing around with the idea of creating
the game with graphics rendered in real-time but
it resulted in much less quality visuals. This is how
it looked:

Unfortunately the real-time graphics were so
terrible I decided to make the game old-school
using pre-rendered graphics and animations.

Off-Topic / My first Amazon App (Try it out!)
« on: August 28, 2013, 12:33:21 PM »

So... Real Men Wear Pink made it on the Amazon AppStore... But after roughly 3 weeks still not a single buy? :(

Buy it now for $1 :D from the Amazon Appstore


Download the full version free for Windows and Mac

I have yet to submit the free lite version for Android.
VERY special thanks to Second Reality Games from the GMC for the Mac OS X port! :D


Off-Topic / What the crap YYG??
« on: August 28, 2013, 01:01:15 AM »
On their new website layout released today, they said something that I find to be both completely ridiculous and hilarious. And I quote:

with the new YYC GameMaker Studio's games run 100x faster

What are they, 12? That has got to be most idiotic exaggeration I've ever heard. And what also strikes me as hilarious, I visited the release notes for studio to download an older version that is without the YYC because the YYC  is actually (at least) 5-10 times slower than the original interpretor they used. My 3D game ran just fine on android before they YYC came along, now my game is so slow its not even playable it ran at like 5 FPS. The YYC is a freaking joke. I'm not even kidding.

YYG are really starting to piss me off. They love to lie to their customers. First they promised GM9 targeted towards hobbyists who couldn't afford studio then they go tell that same audiance that studio *is* gm9 which obviously contradicts with their promise. And Russell lied about how YYG was "not" planning on adding an XBox360 module, which is another lie.

I used a software called OllyDebug on GameMaker Studio and it picked up all the exports they were planning and as plain as the nose on my face XBox 360 was listed, Mike Dailly and all those other morons can't get mad at me now for calling them liars, because I caught them red handed just like I knew I would. Idiots, like no joke, these guys are very stupid. Do they think we are stupid? Because it doesn't take an idiot to figure out they are liars.

YYG are completely oblivious. End of story.

Off-Topic / Adventure Maker
« on: August 26, 2013, 08:56:08 PM »
Adventure maker can make games 10x faster than both ENIGMA and GMStudio. Problem though, it can only make Point and Click Adventure / Escape games. If you think that isn't narrow enough, Adventure Maker games can only run natively on windows, (the PSP AND IOS exports are really html4 web apps). Without a doubt it is very limited. But I was thinking ENIGMA just might be the key to porting Adventure Maker games to Mac and Linux...

More information on Adventure Maker can be found on their website...

I was hoping someone here would like to collaborate with me on making an Adventure Maker clone (like how ENIGMA is a Game Maker clone). I already am very familiar with the format used in Adventure Maker game project files, so with a little help it shouldn't be too hard to make the clone cross compatible with Adventure Maker. I've been toying with the idea of Making the clone's IDE identical to Adventure Maker's, while writing it in ENIGMA's GML and using ENIGMA and MinGW to compile the games made with the IDE.

I don't know if any of you guys would actually be interested with this idea, knowing you all already have a lot of things on your personal to do lists but this is something I'he been wanting to do for more than a year its been now but I need to collaborate because I need guidance I'm not exactly the best programmer, I mean I can do it and code with skill and experience but when I say not a good programmer I mean a sloppy one.

Anyway if any of you guys are seriously willing to help me out on this project do not hesitate to let me know!
~Samuel :-)

ALLCAPS BOARD / Hello, Good Sir.
« on: August 25, 2013, 05:43:32 PM »
Sometimes I go thru the trouble of logging in to the enigma forums just for the sake of listening to the background music. This madness ends here -- Right Round Like A Record I am downloading you now on iTunes...

General ENIGMA / Cel Shading (3D cartoonish outline)
« on: August 24, 2013, 04:31:02 PM »
This graphics style I added to one of my games in GM:S via the new shaders (with a little help from TheSnidr). My question is, how do I implement cel shading in my enigma - ported version? I noticed Robert used this in his 1 million cubes example but I tried running/compiling the example and I got errors stating enigma doesn't recognize the shader functions he used.

General ENIGMA / CodeBlocks: No sush file or directory
« on: August 23, 2013, 09:25:13 PM »
Without editing anything in the "Game" code blocks project (The enigma game "runner" source) it get tons of errors all saying this: No such file or directory ...

...along with a lot of missing headers. I want to contribute to enigma but I can't without being able to build the project. Is there something I'm doing wrong? I have the GCC compiler linked correctly and everything not sure what to do now.


Off-Topic / Offering Free Android Porting and Publishing
« on: August 17, 2013, 01:59:24 PM »
I have GameMaker:Studio Master Collection and I am offering free android porting and Amazon publishing (soon Google Play publishing)...

If you want your game ported to android, send me your source code and you have one of three options I will give you.

1) I convert your game to an APK (android app file extension). I will send it back to you in a password protected zip (you specify the password to me ahead of time)
2) I publish your app to amazon giving you all the profits.
3) Same as 2) but on google play (can't do this yet!) I have yet to create a Google Play Developer account.

WHY WOULD I PUBLISH YOUR GAMES FOR FREE? *Because if your game is any good (which is the requirement for me porting your game) thenyour game's popularity will potentially increase the exposure and popularity of the commercial games the I create myself. I have a list of terms you need to abide by if you want me to to publish for you:

1) Your game must have HD graphics, I do not accept pixel art submissions. We are no longer in the mid to later 90s, "retro" is not a style but why it ever became a sensation in video games is because of limitations in technology that are no longer present,long story short, whether your game has 2D 128x128 or greater sprites or 3D textures of a similar approximate resolution you pass the first requirement.

2) You game project has zero bugs and will produce zero errors in the compile form. Though there are some exceptions, I will try to be reasonable enough to fix bugs in your project due to ENIGMA / GameMaker 8.1 & below / GameMaker:Studio incompatabilities. Also please note I only will port projects made in ENIGMA, GameMaker versions 4.3 to 8.1, GameMaker:HTML5 and GameMaker:Studio.

3) all the contents of your game are either your property/creations or you have written permission to use any contents you used,also, if any content is royalty free you must provide the appropriate credits clearly visible IN YOUR GAME (Not in an external read me!) If anything you used is public domain please mention that in your credits.

If you are not interested in me publishing for you, in the requirement above (specifically point 1) does not apply. Your game can be as crappy as you want it to be and I'll be more than happy to make it into an apk, assuming you can publish the apk yourself!

WHY WOULD I CONVERT YOUR GAME TO APK FREELY? Because I love games, especially indie games, giving me a free copy of your game would be payment enough for me. :-)


General ENIGMA / Legality Question...
« on: August 16, 2013, 09:49:30 PM »
Would it break the ENIGMA lisence agreement if I used ENIGMA as the compiler for my own commercial IDE? Technically, I would not be selling ENIGMA, nor any modified version of it. But I would be selling the IDE, which would require enigma.

This is just something I thought to consider...

Proposals / Urgent! A way to scale collision masks.
« on: August 12, 2013, 01:17:01 PM »
Alright, my game doesn't open in enigma/lgm I assume its because of my HD sprites. I'm considering to optimize my game for enigma via scaling all my sprites and backgrounds down by 50%. This should hopefully fix my issues, but with everything scaled in half (paired with being scaled to the original sizes at runtime via draw_sprite_stretched) the collision masks will still be cut in half, with no easy means to resize them.

Even if I didn't need this for my project, I'd say that scaling collision masks would be a great feature...

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