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Messages - time-killer-games

1021
General ENIGMA / Re: Oracle Solaris 11 support?
« on: September 14, 2013, 11:17:14 AM »
@Robert. It's a very old OS not many people use it but it's been around longer than Linux has. It used to be a commercial OS but overtime oracle decided to make it freeware like Linux but it isn't open source. What stirs up my curiosity about it is it can run both Linux and Solaris native apps, which provides more possibilities than Linux even then for whatever reason Linux is still more popular. It's interesting.

@ssss - alright I'll send him a pm. :)

1022
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

1023
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.

1024
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!

1025
General ENIGMA / Re: GMK Parser written in GML?
« on: September 12, 2013, 06:48:57 AM »
@ssss- Thanks for the info ssss I'm still reading your comment but I found it a little nessisary to bring to your attention that even the GMZ are archivess generated by GMS's 7zip integration, they are are not icompressed inthe format you might think they are (*.7z, *.rar, etc) it is actually a regular *.zip folder. With the extension changed to GMA (but still the same format). I tried renaming the extension to zip and using Windows' default right click -> extract and it worked with having 7zip or any other 3rd party archive software installed. Also, though 7zip is primarily used for its ability to extract 7z and rar archives it does support plain old zips.

I need to learn to stop being so wordy I just wrote a huge paragraph out of something that if it were more concise it would've been a couple sentences. O.o

@Robert I don't mean EDL I mean GML because until pretty printers and more platforms for ENIGMA are released, I really want to stay away from using EDL functions and features (AKA functions and features that are not cross compatible with GM).Though I do intend to use the Wavefront model and multi texturing, that is the exception XD. But anyway back to  what I was saying, The whole benefit of writing in GML instea d of EDL is the current support for more platforms (I bought master collection). I'all still use ENIGMA for the Linux export of this tool however,  because GMS doesn't support non-Ubuntu Linux platforms.

@ssss again, But I'm still a little torn because I trust your judgement and recommendations in learning these languages more in depth, and I know it would be very productive use of my time, but whether it would be worth the efforts ultimately I'm still thinking about that...

What you said about decompilers, I should have made my OP more clear, when I mention binaries (such as exe) on the format conversion list, those are the only three formats that I would like to convert the other formats (the GMKs / source codes) into them and not the other way around, decompilers are never a good idea.

I'll send you a PM for us to discuss this further :D

1026
General ENIGMA / Re: GMK Parser written in GML?
« on: September 11, 2013, 04:58:05 PM »
Thanks guys. Those links are a big help! :D

1027
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.

1028
Third Party / Re: CLI and new IDE for Enigma
« on: September 11, 2013, 01:17:19 PM »
That's okay, this is still a very nice project. One suggestion though, consider using PyInstaller to compile all your python scripts for this IDE to a standalone applications for Windows, Mac and Linux each. PyInstaller is free and open source but most important it works very well with seemingly zero bugs. It supports interpreting external modules such as Py game (which I have used in specific for my own personal needs). If you want I can compile this for you but I can only do it for windows and Linux with no Mac access.

Cheers, love the pure-code event system! :D

1029
Third Party / Re: GameMakerTools
« on: September 11, 2013, 11:41:57 AM »
Thanks Fervi, I will add that the the "GameMaker Tools" Sequel (GMKSplitter will also be included in the distribution.)

1030
General ENIGMA / Re: Various questions I have about Enigma
« on: September 11, 2013, 11:34:57 AM »
Quote
Is enigma slow and only meant for small projects?
As you can see in the screenshot below it can manage very big projects:

In that screenshot all of the 3D textures have a resolution of 1024x1024, the polygon count is roughly around 60,000.
It ran at about 60 FPS.

If you ask me, enigma's 3d capabilities are just as powerful as it's 2d capabilities, but with that said 3D also requires more skill to program, such as writing your own precise 3D collision system in pure GML like Robert did in his Project Mario game. 3D also requires more artistic ability because of that 3rd dimension to draw in. 3d modeling can be a pain in enigma to perfect because there is no bones/joints currently supported for the models, but this is subject to change overtime...

And about the Xbox360, PSP, Wii and DS support, none of that is planned right now. Windows, Mac (which is is the buggyest), and Linux are the only current supported platforms. Html5, Android, iOS, and (hopefully) Windows 8 is planned for when Josh finishes the pretty printers for our new compiler coming around the corner, but even with the pretty printers and the new compiler, it wll still take a while for these guys to add more platforms, but at least the pretty printers should help speed up the process greatly :D

1031
General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 10, 2013, 07:44:09 PM »
Nice. :D

1032
Third Party / Re: GameMakerTools
« on: September 10, 2013, 07:41:54 PM »
Thanks guys. Unfortunately I already submitted it to gamefront.com so I can't edit the upload to have gmksplitter. My submission turned out to be more popular than what I expected, three people liked it on facebook and a few 100 downloads, 18 this week. :D

1033
Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 10, 2013, 07:37:01 PM »
It runs better on my PC than I expected in realtime. I get a solid 60 FPS in ENIGMA. :D

1034
General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 10, 2013, 01:25:24 PM »
This is really impressive keep up the great work guys.

Something to consider though, how will d3d_model_save() work with all this?

1035
General ENIGMA / Re: d3d_model_load now supports .obj format
« on: September 10, 2013, 06:28:25 AM »
OMGosh this is awesome! Will it support multi texture referenced OBJ materials (MTL file which loads several PNGs for drawing)?

I desperately need this for my current project and it could save me some serious time. Please, please, when you get this ready to release allow me to be one of the first to know! This is very exciting! If you announce when it's finished in this topic please do let me know in a PM too just in case because that will give me an email notification.

Any chance you could not just implement it into an enigma build but also port it to an open source DLL so I can use it in GameMaker:Studio? Also, if you can explain the source code to my briefly I'd love to make a port (with some research) to a JavaScript extent ion for GMS's Html5 module and possible an extension for the android module too.

Awesome work, very well done! ::D

Also if multi-texuring isn't and won't be implemented  no problem, because it's still very exciting to me to be able to use wavefront models directly without always having to convert back and forth between *.obj and*.d3d|*.mod|*.gmmod|*.g3d|*.gml. So either way this can save me some time and will be a big help. :D

Congrats!
TKG