Recent Posts

Pages: 1 2 3 4 5 6 7 8 9 10
1
No real opinion. UI toolkits are a dime a dozen. Qt wasn't my first pick, but it's doing well, and I expect it to succeed.
2
Issues Help Desk / Re: Translating - messages.properties
« Last post by Josh @ Dreamland on June 29, 2020, 08:26:25 AM »
We have a section in the wiki about this: https://enigma-dev.org/docs/Wiki/Translating#Translating_LateralGM

No promises as to how fresh it is.
3
Yup, my language is called FWD, pronounced as Forward. And that's NOT an abbreviation for forwarded message! It stands for Functional language for WebDocs! (Well actually I just changed the order slightly, it was Functional WebDoc language, but that word order is maybe a bit confusing.)

Okay, now this is how the code looks, and the corresponding site!




Links to the website:
imanuelhab.mooo.com
imanuel.neocities.org (mirrored version)
4
Yeah I really do! By the way, this topic's title is a "spin-off" from someone else's previous topic in this board...

On a more serious note, have you guys heard of the new Expo project for making cross-platform GUIs? It seems pretty neat, so I wondered what you'd think of it?

5
Tips, Tutorials, Examples / Re: LateralGM Look and Feels
« Last post by Goombert on June 20, 2020, 01:53:55 PM »
I recently made a fix related to this feature for Java 9 and newer JVMs. The method used to load the custom look and feels onto the class path was busted by newer modularity. It's not a big issue because we were in fact relying on undocumented internal features, something that's always a bad idea. Regardless, you can simply update LGM through the usual means (install.sh, install.py, or download the Jar from the Extra Packages page on the Wiki) to get the fixes and use custom look and feels again. And don't worry if you don't have a newer JVM yet either, the fix is backwards compatible and also no longer requires a restart to find look and feel jars.

Patch: https://github.com/IsmAvatar/LateralGM/commit/708cb2b193af0ad5dbe229a6a3f735b1a90c22f8
New Jar: https://enigma-dev.org/docs/Wiki/Install:Extra_Packages#LateralGM
6
Graphics and Video / Fresh Wallpapers for your Desktop
« Last post by hpg678 on June 17, 2020, 06:14:18 PM »
Hi there. I composed some wallpapers I hope you will enjoy using them on your desktop. the links are as follows
https://imgur.com/KtnbVmY
https://imgur.com/eToWLTe

If you are not already, then please consider becoming a Patreon on Enigma's Patreon page here. Your support is gratefully appreciated.
7
Announcements / An update on sales tax
« Last post by Goombert on June 11, 2020, 01:41:02 PM »
Hi everyone,

I wanted to give you an update on some changes that we’ll be seeing which may affect some of your pledges. Due to new laws passing in several countries and US states, Patreon will be required to start charging sales tax on some pledges starting July 1st.

Less than half of all patrons will be charged sales tax, and for most, the amount will be very small. For example, sales tax rates in the US range from 4% to 11%, so on a $5 pledge, that would be between 20 cents and 55 cents.

Whether or not you will be charged sales tax depends on your location, and what is considered taxable there. Not every pledge is taxable, not all benefits are taxable in every location, and sometimes only a fraction of a pledge will be taxable. The money that Patreon collects as a result of these laws are paid directly to local governments.

I’m working closely with Patreon to ensure I’m able to save you as much money as possible when it comes to sales tax - which is not something that’s possible with other platforms.

If you’re in a location where sales tax will be required, you should expect to receive an email from Patreon with more information about this very soon, but I wanted to make sure you were aware of these changes way ahead of July 1st when they go into effect.

If you have questions, you should be able to find answers here. If you still have questions, the best place to get an answer is from Patreon’s customer support team, here.

Thank you for all of your support!
8
General ENIGMA / Re: OpenSuse Support for Enigma
« Last post by time-killer-games on June 09, 2020, 03:22:07 PM »
yeeeaah boi
9
Third Party / Embed and Play Video Files with MPV Media Player
« Last post by time-killer-games on June 09, 2020, 03:14:59 PM »




Currently requires installing ENIGMA as described in the README.md for this repository because Josh is against playing videos, (he thinks it's a security risk, weird, I know)...

https://github.com/time-killer-games/enigma-dev

Bypasses the GPL of MPV Media Player because you aren't linking with it and you are not using its source code compiled into your exe, you are just running it from the command line, and embedding it in your game window using the --wid=whatever flag; this means you don't have to share the source code of your app.

Windows needs the mpv.exe executable and d3dcompiler.dll downloaded and placed in the working directory of your game, and Linux/FreeBSD users can install the mpv package with their package manager. More info from the MPV Media Player site:

https://mpv.io/

Ubuntu/Debian Linux:
Code: [Select]
sudo apt-get install mpv
Arch/Manjaro Linux:
Code: [Select]
sudo pacman -Sy mpv
FreeBSD:
Code: [Select]
sudo pkg ins mpv
The MPV Media Player is kinda buggy and a lot of videos freeze on Windows, I recommend only using it on Linux or FreeBSD.

Download the demo project here:

https://www.dropbox.com/s/qy6r3ydw7wyu4oi/mpv%20video%20player.gmx.zip?dl=0

The example video is the one included in the second screenshot, becuase it also works on windows.

For a video that only works in Linux and FreeBSD you may download it from youtube here:

https://www.youtube.com/watch?v=Uk2K0IG7wns

...which is the one from the first screenshot. Use whatever youtube downloader you want.

Regards
Samuel
10
Works in Progress / PolyOne, a Level Editor for 2D Games, Developed using ENIGMA
« Last post by Foxide on June 08, 2020, 12:51:22 PM »
Quick edit to say: Sorry if this is in the wrong section, I didn't find anything for non-game software being developed in ENIGMA! Please move to another section if preferred, no questions asked!

Greetings, ENIGMA developers and fans. I would like to share with you a piece of game development software I have been iteratively improving since some time in 2011/2012 using ENIGMA and LateralGM. It's a level editor that takes advantage of the draw_vertex feature of GM and by extension ENIGMA, with the original idea being to get around some of the limitations of the room and to a large extent the tile editor in GM 6.1 (which is what I was using way back in 2012!). At a certain point I realised a piece of software like this could have uses outside of just the specific game I had been making.

If you don't like text walls and want the TL;DR, scroll to the end for a few screenshots! No hard feelings because I'm pretty bad when it comes to brevity.

The software saves and loads level data as JSV files, with JSV being like a combination of JSON and CSV that was conceived by ServiceStack and is typically more compact. However, you can export loaded files as JSON for use in ENIGMA or other game engines, even those that might use different programming languages. Once you have the data in your game, the obvious thing to do would be to fill vertex array objects or vertex buffer objects (it's a long time since I worked with GLSL or other low-level shader languages so please correct me if I'm using these terms incorrectly) and render as needed. Admittedly, PolyOne only supports 2D at the moment and realistically would need a lot of rework, or so I'd imagine, to be able to display 3D polygon data in an intuitive way. The technical chops needed to be able to make it work are kind of beyond me at the moment in my opinion.

Despite the original goal of PolyOne, you could use it in a number of other ways. Being able to export a portion of the level indicated by a rectangular selection as a PNG means you can reload it into PolyOne as a texture by restarting the application. In the future, I intend to make it possible to "refresh" the available textures with just a click, whereupon the editor will check the user-definable folder from the config file and one subfolder deep for the PNG files which it loads as textures. The capability available already means you could use PolyOne as an unorthodox way to create gestalt textures, tilesheets, or 2D models.

The user interface is inspired by image editing software, as well as some level creation software for other game engines and even a certain IDE.

Some points and/or features that I'd like to brag about:
1. Although very much incomplete and with lots of plans for the future, PolyOne already has a decent set of features that streamline the creation process. You can create polygons vertex by vertex, as full polygons, quads, copy and paste whole sets of polygons, flip selections horizontal/vertical, etc.
2. The program has no theoretical limit to window size, although the size of the window can't be adjusted once it's open. The minimum size is 1024x768.
3. The user interface is written from scratch in GML, which absolutely has been a big development time sink, but means things can be made very bespoke in a way that makes sense for PolyOne and might even set it ahead of the products it was inspired by... Rarely. The UI scale can also be set in the config file, although not changed while the application is running. That's yet another feature planned for the future. Text does the built-in draw_text feature though, so font size scales in increments.
4. A basic implementation of custom themes, which really just gives you some control over the colours of the user interface. This is one thing I need to test again to make sure everything is working.
5. As of the time of writing, the software is probably about 10k lines of GML including scripts. I say this being well aware that quantity does not equal quality! However, this does include little abstractions like using the same dialog and dropdown objects and passing the behavior it must carry out at creation time, with yet another object being passed from the instantiator of the dialog/dropdown carrying the parameter information needed by the function, in other words passed from instantiator to dropdown/dialog to script.
6. An offline HTML & CSS manual is included and accessible by F1, right now it just functions as a glorified Game Information, but of course it could be improved and made easier to navigate with JavaScript.
7. Nearly everything has tooltips!

And now the parts I'm not so proud of:
1. The vestiges of an undo/redo feature are present and cause things to break if you instinctively use them. I should just complete the feature or remove it until it's presentable.
2. It's been made in a really old version of the ENIGMA portable version. I tried installing MSYS2 but Avast ruined the install and I couldn't find a way to make Avast leave it alone. Which brings me to my next point
3. I've only built and tested it on Windows 7 and Windows 10.
4. There's a bug with file writing in which the saved file doesn't finish writing content until the application is closed. This can cause the file to become corrupt and data to be lost when overwriting the original file. I am unsure as of yet whether this is a problem with my own file reading/writing code or as a result of using such an old portable version of ENIGMA. I have made sure the files being written to are closed when writing is complete as far as the GML is concerned, but I could always triple-check this.
5. There's not much that can be configured now, and what there is requires you to jump into the config.ini file, change things and restart the application, but I intend to address this problem.
6. There's no way to integrate your own game objects with the editor, but I plan to address this in future versions
7. You can't open multiple files and edit them in separate tabs
8. There are numerous dialogs that have a checkbox labelled "don't show again". So far it's ignored if you leave this checked.
9. Text fields don't behave precisely as they do in other applications. This can be improved, but I haven't gotten around to it yet.
10. It can be clunky and slow to create stuff at times, but this is somewhat dependent on what you're trying to achieve and your patience and/or foresight for saving things that can/would be reused
11. There are no restrictions, and this can be as much of a detriment as it is an advantage, as you could use forbidden characters in a text field and break your entire file!

When development reaches a certain point that I have already planned ahead for, I plan to make PolyOne a commercial product for sale on itch.io for $10. With that in mind, not to mention the embarrassing quality of the codebase in places, I don't have plans to open source this as of yet. However, I am open to the idea of creating DLLs and modules in other programming languages, and posting my own GML for reading the JSV files for those that might desire it; the current reader simply converts the read contents into a few arrays without any context of what that means for PolyOne, so could therefore be adapted to read PolyOne JSV files from any project.

Enough of the talk, here, have some screenshots!

This is one example of something I was putting together for a tabletop RPG, but also as a demo of the kind of thing that can be achieved! Many of the textures are from Half-Life 2 (these will never be included with the download, some sub-par pixel art textures I made years ago are included instead to demonstrate the texture loading capabilities).


A little sample of the JSV file that is the above map.


The config file.


One of many dialogs.

Thanks for checking this out and I hope you'll like the concept! I would love to hear your thoughts, positive and/or negative. This is my first time really sharing anything about this publicly, after so long so it'd be really interesting.

Edit: Here's a download link: https://www.dropbox.com/s/acja6zf8yp7xhiy/PolyOne_0342-RC2.rar?raw=1
Pages: 1 2 3 4 5 6 7 8 9 10