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1
Issues Help Desk / Re: [SOLVED]LGM/Enigma lib errors
« Last post by Goombert on December 07, 2018, 10:15:16 AM »
That's good, everybody note this, I may have to tweak the Wiki a bit to mention that you should do it from the MinGW32 terminal for 32 bit.
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Issues Help Desk / Re: [SOLVED]LGM/Enigma lib errors
« Last post by hpg678 on December 07, 2018, 12:59:06 AM »
 (Y) (Y)


That great news!!
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Issues Help Desk / Re: LGM/Enigma lib errors
« Last post by sampletext on December 06, 2018, 12:00:37 PM »
FIXED.
If you had the same errors, you need:
1. Build the project with MINGW32(64) shell, not MSYS2.
2. install grpc package:
for x86_64:
pacman -Sy mingw-w64-i686-grpc
for x64:
pacman -Sy mingw-w64-grpc
for x32:
pacman -Sy mingw-i686-grpc

3. To get compiler working, launch it with MSYS2 terminal with some tweaks (see Wiki) to initialize it correctly.
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Tips, Tutorials, Examples / Re: Using Joystick Functions in your game
« Last post by ProtoLink[Glyphic Enigma] on December 06, 2018, 11:12:11 AM »
This is helpful when coding controller support, yes, but there are a couple of issues with this;

1. This only works if everyone who plays the game is using the exact same controller model
2. This doesn't take into account controller reassignment (which would ultimately fix the first issue).

Im going to work on making a controller reassignment script and/or object and Ill post the tutorial on my Youtube channel. I may even post it here as well.
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Tips, Tutorials, Examples / Using Joystick Functions in your game
« Last post by hpg678 on December 06, 2018, 07:24:16 AM »
When developing your game/project, adding control for your gamepad can greatly enhance the fun playing. After all you may not want to use your keyboard all the time........at least for me anyways.


The gamepad functions don't work, you'll have to use the joystick functions. I did a short example using an Xbox One Classic controller which was modded for USB. My usual PS2 controller wasn't working well so i had to opt for this one. However a few days later, a friend brought one for me, so I now have two to use.


having written the code I did realize is that the Dpad and  Analog Sticks functions are very much the same for both controllers. The buttons assignment are different however. Bear that in mind when you assign buttons for either controller. You can create an options screen to do this.


To write the code, i used a program called 'jstest' on Linux a joystick/Gamepad diagnostic tool, which showed me the assignments for the buttons and analog sticks. From there I was able to match up what was what in the functions list and have it working.


the main segment of the code, i placed in the Draw event, as I wanted text to be written when I applied an action. Since then I had added graphics tp provide a better and more pleasant appearance. The code looks like this


Code: [Select]
draw_self();


if (joystick_exists(0))
 {
var name;
name = joystick_name(0); //gets the name of the controller
// show_message(name + " is connected.");
draw_set_color(c_lime);
draw_text(64, 32, name + " is connected.")
draw_set_color(c_black);
draw_text(65,33, name + " is connected.");


}
if !(joystick_exists(0))
{
  show_message("Joystick is not connected");
  //draw_set_color(c_red)
  //draw_text(64, 32, "Joystick is not connected")
}
// ///////////////////////////////////////////////////////////////////////////////


draw_set_color(c_white)
if (joystick_check_button(0, 0))
{
   //draw_text(448, 96, " 'A' button is pressed")
   draw_sprite(spr_highlight,0, 330, 200)
   draw_sprite( spr_highlight2,0, 462, 90)
   
}


if (joystick_check_button(0, 1))
{
   //draw_text(448, 128, " 'B' button is pressed")
   draw_sprite( spr_highlight,0, 360, 169)
   draw_sprite( spr_highlight2,0, 462, 129)
}


if (joystick_check_button(0, 2))
{
   //draw_text(448, 128, " 'Black ' button is pressed")
   draw_sprite( spr_highlight,0, 364, 229)
   draw_sprite( spr_highlight2,0, 462, 363)
}


if (joystick_check_button(0, 3))
{
   //draw_text(448, 128, " 'X' button is pressed")
   draw_sprite( spr_highlight,0, 299, 170)
   draw_sprite( spr_highlight2,0, 462, 168)
}


if (joystick_check_button(0, 4))
{
   //draw_text(448, 128, " 'Y' button is pressed")
   draw_sprite( spr_highlight,0, 330, 139)
   draw_sprite( spr_highlight2,0, 462, 207)
}


if (joystick_check_button(0, 5))
{
   //draw_text(64, 128, " 'White' button is pressed")
   draw_sprite( spr_highlight,0, 334, 252)
   draw_sprite( spr_highlight2,0, 462, 324)
}


if (joystick_check_button(0, 6))
{
   //draw_text(64, 128, " 'Back' button is pressed")
   draw_sprite( spr_highlight,0, 64, 213)
   draw_sprite( spr_highlight2,0, 462, 285)
}


if (joystick_check_button(0, 7))
{
   //draw_text(64, 128, " 'Start' button is pressed")
   draw_sprite( spr_highlight,0, 84, 239)
   draw_sprite( spr_highlight2,0, 462, 246)
}
]



Remember this was originally written using an Xbox One controller which has 8-Axis and 10 button assignments. My PS2 clone gamepad (DragonRise Inc. Generic USB  joystick) has 7-Axis and 12 buttons.


if you want you can use the code as a starting point. Feel free to improve it and use it as you want. hope it has been a little helpful to you.
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Off-Topic / Re: Greetings, everyone!
« Last post by ProtoLink[Glyphic Enigma] on December 05, 2018, 11:23:36 AM »
Hey ProtoLink! I should mention I find it humorous that not only is your group Enigma, your name is also "Proto" "Link" and the entire new serialization mechanism we use in the new IDE is based on Google Protocol Buffers (aka "protos"). Anyway, welcome to the forum and I hope you have fun here! Our community members are extremely helpful so don't ever be afraid to ask for help.

Hey I didnt know that! Lol What a coincidence. Maybe I was destined to use Enigma? Lol
7
Issues Help Desk / Re: LGM/Enigma lib errors
« Last post by sampletext on December 05, 2018, 05:41:07 AM »
I test this on ALL 32bit components already - it does the same error.
make utility is crashed on building EMAKE, but protobuf was installed.
LGM shows only icons (compile/debug/etc), but this buttons are inactive and i can't compile.
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General ENIGMA / Re: Enigma on ARM Linux
« Last post by Wendigo on December 05, 2018, 04:43:33 AM »
So it turned out that developing (GPU accelerated) games for Ubuntu Touch is a real nightmare. The combination of ARM architecture and MIR display server makes it nearly impossible to develop a game that runs at decent speed since XMIR doesn't support GPU acceleration.
The only engine that supports both MIR and ARM is SDL2 in version <= 2.0.8 (they removed MIR support in 2.0.9 lately)
I wonder if it will be possible to use the SDL backand of Enigma to create games in RGM when it is out in the wild.
A small peek at the Github repo showed that libsdl2-dev gets installed. Maybe it works when I specify a specific version in this line
9
Off-Topic / Re: Greetings, everyone!
« Last post by Goombert on December 05, 2018, 12:41:19 AM »
Hey ProtoLink! I should mention I find it humorous that not only is your group Enigma, your name is also "Proto" "Link" and the entire new serialization mechanism we use in the new IDE is based on Google Protocol Buffers (aka "protos"). Anyway, welcome to the forum and I hope you have fun here! Our community members are extremely helpful so don't ever be afraid to ask for help.
10
Issues Help Desk / Re: LGM/Enigma lib errors
« Last post by Goombert on December 05, 2018, 12:37:52 AM »
Quote
3. 64-bit CompileEGMF don't work on latest LateralGM.
Quote
I'm using portable Java 8.0 x32, packed with Launch4j, so, the installation and PATH for it is not needed.

This is the problem, you have to use a Java that is the same architecture as compileEGMf. A 64 bit Windows process can not load a 32 bit dll, and this is true for Java as well. If your computer can run the 64 bit version, then you should use a 64 bit Java with a 64 bit MSYS2, which actually will still allow you to build 32 bit games if you separately install the 32 bit versions of the packages at the same time (though nobody has really experimented with doing so yet). RadialGM will not have this issue.
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