Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - time-killer-games

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 »
ALLCAPS BOARD / Who's idea was this?
« on: September 30, 2013, 07:55:51 pm »
Please tell me the singing in this video isn't in any
particular real, sober language. Very scary.

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!


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.

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

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.


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.

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) -;
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);
_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
//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.
//Do all your translating, scaling, and rotating here.
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.

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 :-)

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 »