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Topics - egofree

#51
Hello,

I've installed Linux Mint on my PC, and i've installed the latest version ENIGMA. When i try to load my project 'Son of blagger', made with GM Studio, i've the following error message : 'There was an issue loading the project'. It seems it didn't load all the rooms.
Here is a link to the game source code : http://www78.zippyshare.com/v/59487524/file.html
Any help is welcome.
#53
Off-Topic / A world without internet
January 03, 2014, 12:16:35 PM
I guess this will speak to all the geeks here !  ;) : http://www.youtube.com/watch?v=6BnPeyC7zWs
#54
Off-Topic / 2064 games in 72 hours
December 20, 2013, 08:21:45 PM
For people who don't know yet Ludum, it's a games competition, where developers have 72 hours to develop a new game. Of course, you don't have always top quality games, but i find interesting, because often you have access to the source code. You can have access to the latest competition here : http://www.ludumdare.com/compo/ludum-dare-28/?action=preview
#55
Works in Progress / Son of Blagger - remake
October 19, 2013, 02:01:26 PM
Son of Blagger remake


Project description :
Son of blagger is a platform game made in 1984 for the commodore 64. It was written by Anthony Crowther (c.f http://www.the-commodore-zone.com/articlelive/articles/12/1/Tony-Crowther/Page1.html)
Anthony Crowther was a famous programmer at that time, as very often he was writing alone his games (doing programming, graphics and music). He was also a very prolific programmer, as he could write games in a few weeks. I was a fan of Anthony Crowther and i decided to make a remake of 'Son of blagger'.
As i wanted the remake to look and behave as much as possible as the original game, i spent a lot of time doing reverse engineering of the C64 executable. I updated the graphics by smoothing them and adding light and shadow effects. This is the first time i tried to program a game.

Gameplay:
The goal of the player on each level is manipulate Blagger, a burglar, to collect the scattered keys and then reach the safe. The keys must be collected and the safe opened in a set amount of time. Blagger can walk either left or right, or jump left or right. He must avoid monster and deadly objects.

Keys :
Left and right arrows to move and space to jump.

The player can't make 'double jumps', except if he is on a slide. Beyond a given distance, the falls are deadly, except if he is on a slide.

Progress :
I consider the game is 80 % finished. The game engine is done, but i need to add an animation when the player has finished the game. Also i would like to add some options to modify the keys mapping, the sound and the possibility to use a joystick. I would like also to add some new levels.

Windows installer:
https://tinyurl.com/ybld45oy

Source code of game maker studio version :
https://github.com/egofree71/son-of-blagger-with-game-maker-studio

Play javascript version :
https://dl.dropboxusercontent.com/u/29802501/son-of-blagger/index.html

Source code of javascript version :
https://github.com/egofree71/son-of-blagger-with-javascript

update (24.10.2013) : new version with full screen mode. When you are playing, just press enter to switch on/off full screen option.

Update (15.08.2015):
By default the game starts in full screen mode. You can switch off/on full screen mode with alt + enter (This the default keys in Game Make studio).
Also i made a javascript version with the Phaser framework. I decided also to share the source code of the game maker and javascript version.
#56
Off-Topic / The machine that changed the world
July 20, 2013, 01:30:44 PM
A television series divided in five documentaries about the history of computers. It's rather old (1992), but still very interesting. For me it's a tribute to the genius of human mind.

http://www.youtube.com/watch?v=rcR74y61xZk&list=PLB229AACD196FE095
#57
I've a hierarchy of objects : obj_monsters -> obj_monsters_level_1 -> obj_monster1, obj_monster2, etc...

When the level starts i deactivate all monsters :

instance_deactivate_object(obj_monster)

and then i want to activate the monsters for the current level

instance_activate_object(obj_monsters_level_1 );

It doesn't work. When all instances of monsters are deactivated, you can all only activate directly the child (leaf) objects (obj_monster1, obj_monster2) but not the parents (obj_monsters, obj_monsters_level_1).

I tested the code on GM 8.1 and i don't have this problem. Of course i could find workarounds, but this is annoying.
#58
Off-Topic / Simulation of the 6502 CPU
July 03, 2013, 07:59:05 PM
'Old fossils' like me, had a computer like the commodore 64 in the eighties (I guess not a lot of people know this type of computer on this forum. They are too young!  :) ). This computer had the 6510 CPU. Some 'freaks' had done a reverse engineering of this CPU and have done a simulator of the CPU ! (Not an emulator, a simulator !!!). I find their work amazing. You can find the result of the following website : http://visual6502.org/. You can even simulate the CPU on your browser in this section ! : http://visual6502.org/JSSim/index.html. To start the simulation, click on the 'start' button on the upper right.
An interesting video about the reverse engineering of the 6502 CPU : http://www.youtube.com/watch?v=K5miMbqYB4E
#59
Proposals / Adding a 'Donate' button
July 03, 2013, 07:41:45 PM
What about adding a 'Donate' button on the web site ? I know developers of ENIGMA don't do it for money, but i guess they would not mind buying a Ferrari !  ;) Seriously, i would not mind donating some money to the team.  (Y)
#60
In a 'obj_game_controller' object, i have a 'step event' which tests  if we are starting a level. If it's the case, it will display a room transition effect with the help of of the object 'obj_start_level'. After the animation is finished, the 'obj_start_level' destroys itself with instance_destroy().
Here is an excerpt of the code in the 'step event' of 'obj_game_controller' :


if (game_state = START_LEVEL)
{
  .....

  instance_create(0, 0, obj_start_level);

  // wait until the transition is finished

  // Do other stuff
}


After the 'instance_create(0, 0, obj_start_level);' line, i would like to wait until the transition is finished to do other stuff. This is important for me, as for example i don't the want the sprites to move before the animation is finished. I tried several things to implement the 'wait', like this :


while (instance_exists(obj_start_level))
{
  screen_redraw();
}


But it doesn't work, i've always a infinite loop. In the object 'obj_start_level', if i don't try to implement the 'wait' in 'obj_game_controller', i am sure the instance_destroy is called when the transition is finished (I tested it by showing a message before the call). Another solution would be to implement in the 'step event' event of the objects a test :

if (game_state = START_LEVEL) exit;

But i don't find this solution very elegant.  Any help is welcome.
#61
If i open for the first time the 'Global Game Settings' window, it's fine, but if close the window, no matter what i try, it's impossible to open it again.
#62
Hello,

If you add the action 'Call the inherited event', you have the following error message when you compile the project : 'Unknown function or script 'action_inherited'.
#63
General ENIGMA / Overuse of the CPU ?
June 25, 2013, 04:00:37 PM
As i am developing a game, i am trying to optimize the code. I did some tests, but i found that even with the most simple project possible (one sprite, one object, a room with one object, no code, no special events) the CPU use is 13 % !  As i use a rather powerful computer with an Intel Core i7 CPU and with 16 GB of memory this seems to me a little bit overkill. I tried the same project with GM 8.1 and the CPU use is not significant. What do you think ?
#64
I'm a developing a platform game with a big room. When the game starts, the view is located according to the player position. In the beginning, the player position is in the middle of the room. Everything is fine. But then I created an object obj_game_controller in order to deactivate objects outside the view. I added this object in the top-left corner of the room.

In the step event of obj_game_controller, i've the following code :

instance_deactivate_region(view_xview[0], view_yview[0], view_wview[0], view_hview[0], false, true);
instance_activate_region(view_xview[0], view_yview[0], view_wview[0], view_hview[0], true


The problem now is that the view now is always located to the top left corner of the room.  The view_xview[0] and view_yview[0] return zero. I tried my code with GM 8.1 and i don't have this problem. In GM view_xview[0] and view_yview[0] return the correct values according to the player position. Does anybody know what is the problem ?
#65
I read that in GM it's a good practice to deactivate objects (with 'instance_deactivate_region' for example) which are outside the view, as they are consuming CPU resources. Is it the same with the ENIGMA engine ?
#66
I would like to know if functions collision_line and collision_rectangle are implemented as they seem to return always true. I tested my code with GM8.1 and it works fine.
#67
Here is a very interesting site for developers of indie games : http://www.pixelprospector.com/

The most interesting part is the resources section : http://www.pixelprospector.com/indie-resources/, with tons of resources for everything related to games development (tools, games design, graphics, music, etc..)
#68
Proposals / Zooming in the sprite editor
June 16, 2013, 10:05:02 AM
What about adding two buttons in the sprite editor ? One for zooming in and another for zooming out. With the current zoom level, it's not always easy in the mask properties to set precisely the bounding box if the sprite looks small. I think it would be useful.
#69
General ENIGMA / Problem with wiki page
June 15, 2013, 03:51:00 PM
In the wiki page of the actions icons, the icons are not always displayed correctly :



It occurs only with Google chrome. It works fine with IE and Mozilla.
#70
In the object editor, is the action 'Start moving in one of the selected directions' already implemented ? I don't manage to drag it. This is not the case of the others actions icons, so far.
#71
Proposals / Improving the rooms editor
June 11, 2013, 10:52:56 AM
Here is a few ideas to improve the rooms editor. I searched the forum but i didn't find them, so i hope it's new.

In the objects tabs , when selecting an object on the left list, display the selected object in the room (with a flashing square for example). Right now, if there is a lot of similar objects in the room, i don't know how to select a particular object. It's the same thing in the tiles/modify tab. Display the selected tile in the room.

Let's have two modes : the first mode, which is is used now, is used to add and delete tiles and objects. The second mode, which is new, is used to select and move tiles/objects. In this mode we can select in the room a tile/object by selecting a tile/object with the mouse  and clicking the left button. It is possible to select several tiles/objects by using the ctrl button. It is also possible to select many tiles/objects by clicking and holding the left button and creating a selection square while moving the mouse. When tiles/objects are selected we can move them by clicking the left button and dragging them with the mouse. Also, a new option would be to enable an invisible grid where the objects are aligned.

I know we can move tiles/objects by modifying the x/y position, but i don't find very convenient when we must move a lot of objects.

What do you think of my proposals ? I've read in the forum that Robert B Colton is working on a new editor. Will this editor replace the current one, with new features ?
#72
Issues Help Desk / Problem with animation speed
June 11, 2013, 09:03:51 AM
I want to make a platform game with animated background, with objects like moving ladders and disappearing platforms. I use sprites with several sub-images to create this animated background.
I've got a problem with animation speed. I want the disappearing platforms to be slow. When editing the sprite, i can set an animation speed and see the result. If i set the animation speed to 1, it's very slow and it's fine for me. I know this value is only for previewing. The problem is when i set the same animation speed for the corresponding object (Events -> create -> Actions -> 'change sprite to' -> set sprite -> speed '1'). The animation speed is too fast. I tried to decrease the room speed a lot, but then almost everything is too slow, except for the disappearing platform.
Should i use others ways to implement animated background ? (like timers and manually updating objects) Any advice is welcome.
#73
Ideas and Design / Add subimages from files
June 09, 2013, 06:52:09 PM
Hello,

When editing a sprite it is possible to add several sub images, but to my knowledge only one at the same time. Would it be possible to add several sub images at the same time ? It would be more convenient.
#74
General ENIGMA / Thanks a lot !
June 09, 2013, 06:49:53 PM
Hello,

This is my first post, so i hope i'm in the right section.  :D
First i would like to thank all the people who participated in the creation of ENIGMA. You've done an outstanding work !  (Y)
Long time ago i had a commodore 64 and i loved some games made by Tony Crowther . I would like to remake the game 'Son of blagger' with Enigma. So far i had managed to analyse the old C64 executable and import all the data (sprites and map) into Enigma. I'm doing right now the animations for the ladders and the conveyor belts. If i manage to go a little bit further (this is my first game !), i will post my work in the 'Works in progress' section. In any case i will post my feed back of Enigma in the forum.