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Topics - time-killer-games

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Off-Topic / what happened to...?
« on: June 19, 2014, 10:48:11 PM »
gra, fede, and all those others who used to be regular posters here? (other than lone wolf)

Issues Help Desk / Linux & LGM
« on: June 17, 2014, 08:05:45 PM »
My games used to not load into lgm on windows a while back due to lgm having a preset maximum for some kind of data or memory usage, so if loading my project exceeds that data limit lgm uselessly throws an error preventing the project to load. (Who's dumb idea was this?)

Robert helped me fix that by increasing the memory limit via editing some sort of unknown text file that I don't remember the name of. I finally got back to using enigma on linux again but now I'm getting that same error and I would really appreciate it if anyone would be so kind as to tell me what that text file was called again? And what line to replace with what text?


Proposals / video_*() functions going cross-platform?
« on: June 15, 2014, 09:31:18 AM »
Something worth looking in to is this project right here which appears to be exactly what we need for it:

It is cross-platform c++ on windows, Linux, and mac - low on dependencies - should work with all our graphics systems (OGL 1.1/3, D3D 9/11) - can be used as a library or pasted directly into enigma's source - super-safe BSD lisence.

So? Whatd'ya think? :D this seems to be a lot better choice than ffmpeg, correct me if I'm wrong, I feel like I found a goldmine right now. I'm really surprised it only has 16 downloads.

Issues Help Desk / Josh! Relieve my penis!!
« on: June 13, 2014, 05:38:12 PM »
My game loaded successfully in enigma for the first time since never agos. My pants are so wet. Can you PLEASE complete my orgasm with figuring out why my project throws a "see scroll back for details" error but there's no error in the scroll back to see? I'm SO FUCKING excited to see engima is getting to closer and closer to running my projects. So damn close, I can taste the pussy. I sent you my project in a message to you and Robert but Robert can't fix it and you haven't replied yet. HELP MEE!!! :D

General ENIGMA / $20 to anyone who does this
« on: June 06, 2014, 10:48:25 AM »
I need instance scaling in the room editor similar to and compatible with what GMS's room editor has. If someone adds this and gets it working in both LGM and ENIGMA I'm not speaking high pathetically I'm serious I will give you $20 via paypal or whatever method we can agree on. I know that's pocket change but without a job right now that is all I can offer.

Off-Topic / Echo of the Wilds
« on: June 04, 2014, 10:05:25 PM »
I find it really hilarious when someone who doesn't know English at all is determined and stubborn enough to make an English game anyway. This isn't the best example of that, but you got to admit - of all the things they had to get wrong, it had to be the title - which is hilarious. I sound like an uneducated, 40-year-old, hobo, pot-head just reading it. I'm pretty sure that "s" at the end was an accident.

This is embarassing. XD

Off-Topic / Unity Web Player
« on: May 25, 2014, 11:48:08 AM »
Something really great about unity web player that beats GM's Html5 hands down is that it can do all the same things 2D and 3D that GM can on it's non-Html5 platforms, it is also in the browser, and works on windows and Mac just like html5 but without the shitty performance lag that makes tons of potential html5 games unplayable.

I've tried porting my games to html5 and they ran so slow it was a serious joke, unity web player is much better and I seriously doubt anyone actually plays shitty html5 games on their mobile device. They are really slow paced, primitive, and boring as hell.

I personally think ENIGMA should have a new sister project that mimics Unity web player but works with non-unity games. Since unity web player doesn't work on linux that could be our chance to shine. Unity requires an installation for it to work, we could just use java similar to eRun, but cross-compatible with PC and non-PC desktops. Similar to how LGM links to the compiler on the three platforms, it could be done for the games to run and embed in any website.

I doubt this will actually happen but it's fun to fantisize about. *runs away again*.

Off-Topic / Seeya in a few months!
« on: May 16, 2014, 08:32:20 AM »
Last time I took a break from the enigma site for a little while and came back a lot changed for the better. Hopefully it'll be the same this time. My games work in GM6 as they don't use any new functions of GM7-GMS13 with but just two small exceptions.

1) I uae the new audio system of studio. This doesn't matter because it works in enigma.
2) I use the instance modifying tool for scaling specific instances via studio's new room editor

So really point 2) is the only real issue preventing my games to work on Linux via enigma other than the countless bugs enigma currently has. I really hope all this will be sorted out by the time I return. Honestly, the instance scaling room editor feature + all current bugs should be on the top of the priority list. The instance scaling is the only new feature we should worry about adding until we can get enigma a bit more stable. New features are becoming too much of a distraction and need to be on hold indefinitely until enigma is stable enough to run people's games (including mine)! I know you guys can do it! Keep up the great work! :D

Graphics and Video / Artwork
« on: May 07, 2014, 03:39:29 PM »
Post your artwork, game creation related and not. I'll start.
This won't be for a game but I'm pretty proud I did it all in
less than two days, (about 3 hours of consecutive work).

Traditional - Pencil on Posterboard

Digital - Removed Paper Texture

Digital - Added Solid-Filled Colors

Digital - Added Shading - Used GM's Pencil Tool

Digital - Cross Processed via - Done

Digital - Extra - Added Background Animation


Off-Topic /
« on: April 27, 2014, 09:24:48 PM »
So this guy I know from the Monkey-X / Blitz Research community, Jayenkai , he makes and completes 1 new game just about every week. He's very talented. I find his gallery of hundreds of games to be quite impressive and inspiring. He makes the graphics, code, music, sound effects, everything from scratch. Just thought I'd share his work here. His website, obviously - Pretty cool. And quite a lot of fun games, some simple, others rather complex, most of it is pretty good. No ads, all his games are completely free. His games can be played on Windows, Mac, Linux, iOS, Android, OUYA, DS Homebrew, Html5, and Java.

Off-Topic / what?
« on: April 25, 2014, 06:49:23 AM »
So I discovered first thing I woke up and visited the GMC this morning they banned me AGAIN. This time I don't even have a clue why. Over all I'd say I've been getting along with everyone great over there, when they unbanned me, my reputation was in the -40s and in just a week or two it raised to -10 so it's obvious a lot of people appreciated my return. Then I'm gone, just like that, they didn't even bother telling me what I even did, which I didn't appreciate.

Great. Didn't see that coming.

Works in Progress / Man Boobs Are Candy Corn HD
« on: April 17, 2014, 07:48:52 PM »





Product Features

•Official website -
•Beautiful, eye-popping, pre-rendered, 2.5d HD graphics
•Collect as many coins as you can in every level to increase your score
•3 immersive, unique, multi-leveled worlds to explore and platform
•Beat the game to record your highscore; beat older scores
•Featuring high-quality royalty free music by Kevin MacLeod
•Every level introduces a type of new enemy to avoid or defeat

Product Description

Chris is so fat that his man boobs are candy corn. Help him run to lose weight and reverse the effects of his candy corn illness before it's too late! You have until the next full moon to do it or Chris will be stuck like this forever. Man Boobs Are Candy Corn HD is a platforming experience you can't be left without!

Proposals / LGM Suggestion for Easy Resource Management
« on: April 14, 2014, 05:58:18 PM »
1) Renaming Resources

A new and better way to rename resources. the difference being not only will the resource be renamed, and not only will all non-code references to that resource be renamed (sprite/mask index, parent object, collision events, DND actions pointing to that resource, etc) but it will ALSO rename all CODE references to that resource (which GMS can't do ATM). So that way just like with the DND, we won't have to change anything when renaming the resource, that will be done for us automatically in our GML/EDL too. This could be ticked on and off in the preferences, and if ticked off it will work the same as it does in GMS when renaming resources.

2) Add Existing Resources

To support importing in the IDE of external resources, whether from a GMX or EGM folder, and if the resource being imported is a different format from the current project loaded, it could be automatically converted to the correct format. IE, I have an *.egm project loaded and I imported an object in the GMX format (* it would be automatically converted to the EGM equivalent when added to the project file / directory.

Let me know what you guys think! :D

Off-Topic / So this is what people talk about at the GMC
« on: April 02, 2014, 05:44:35 PM »
Being un-banned from the GMC isn't all it's cracked up to be. I feel stoned just reading topics over there sometimes

Greatest Game Ever

chrscool 8    kyleandrtun an
DOWNLoad Link:
EXE (is better than he html5 one for): link: is here:
HTML    5 ::

WHAT IS IT?: this game is for the weak of hearts all:
WHAT WILL IT BE??$: link in profile 12s,3nd,3rd place:
BRWEAK IT DOWN 4 ME: when will the hammer time:   
thanks you for playing. make it to ethe end of the gam for a special surprise you will win code.
DOWNLoad Link:
EXE (is better than he html5 one for): link: is here:
HTML    5 ::


I'm excited to play the game that topic is advertizing. This is the true power of GameMaker. Let us all drool and marvel at the beauty of what we're up against. This is going to be a bumpy ride.

Third Party / FakeFullscreen.dll
« on: March 20, 2014, 09:59:31 AM »
GMStudio uses "true fullscreen" on windows, mac, and linux meaning if you try to use show_message(), get_open_filename(), etc or any other functions that produce small dialog boxes, the game if running in fullscreen will automatically switch to windowed mode. I'm creating a dll/dylib for Windows and Mac that will force GMS games one these platforms to use "fake fullscreen", meaning it will look identical to "true fullscreen" but it will allow dialog windows to appear without switching the game to windowed mode. Linux and Windows 8 won't be supported until YYG announce the 1.3 extention system works on those platforms.

I'm doing it all in Code:Blocks for cross-compatibility. I made a DLL in the past called HostExe. It launches an external exe, removes the exe's border, and embeds it. It doesn't work anymore because I must have modified it by accident and I don't know how to fix it. But it does remove the external exe's window border, at least. I don't care about HostExe anymore because I'm not working on it. But for a referense to what I was talking about here's the HostExe.dll's source main.cpp...

Code: [Select]
#include "main.h"
#define DLL extern "C" _declspec(dllexport)

HANDLE handle;
HWND apphwnd;
RECT rect;

int CALLBACK EnumWindowsProc(HWND hwnd, LPARAM param)
DWORD TpID = GetWindowThreadProcessId(hwnd, &pID);
if (TpID == (DWORD)param)
return false;
return true;

HANDLE StartProcess(LPCTSTR program,LPCTSTR args)

     HANDLE hProcess = NULL;
     STARTUPINFO startupInfo;
     return hProcess;

DLL double HostingStartEmbed(char *Exe)
SetWindowLong(apphwnd, GWL_STYLE, WS_VISIBLE);
::MoveWindow(apphwnd,rect.left,,rect.right,rect.bottom, true);
return 0;

DLL double HostingEndEmbed()
return 0;

DLL double HostingSetRectangle(int Left,int Top,int Right,int Bottom)
return 0;

The DLL I'm working on now does something similar, it just removes the border of the current game window and resizes the rectangle to fill the entire screen, otherwise known as "fake fullscreen". Though removing the border works in HostExe.dll, I'm not sure why it isn't working in FakeFullscreen.dll. The window isn't resizing, either. The dll can be called from my GMS game without trouble or errors, but the game just runs and acts as if the DLL isn't even being called. Here's the main.cpp code for FakeFullscreen.dll...

Code: [Select]
#include "main.h"
#define DLL extern "C" _declspec(dllexport)

DLL double FakeFullscreen(LPCTSTR Title,int Width,int Height)
    HWND Handle;
    Handle=FindWindow(Title, NULL);
    SetWindowLong(Handle, GWL_STYLE, WS_VISIBLE);
return 0;

Anyone have an idea why FakeFullscreen.dll isn't working? I think it has to do with a problem in how I'm using FindWindow(), but then again, I'm using the correct title bar text my game has in the first argument, so idk...


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