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Off-Topic / Re: Fucking Microsoft
« Last post by faissaloo on July 09, 2018, 08:48:08 AM »
Lol why are you on Wangblows
Off-Topic / Fucking Microsoft
« Last post by polygone on July 08, 2018, 08:17:01 PM »
Makes Sense.
Announcements / Re: SDL Platform Released
« Last post by hpg678 on June 29, 2018, 09:26:22 AM »
Good news for Mac users! i've been briefed that ENIGMA has sound and compiles now. Again this is not an Official statement more testing is underway but i have seen a screen-shot of an example 3D game tutorial running. Mostly through the efforts of gfundies, this have been achieved so, i congratulate him on his tiresome efforts, as well as to all the other developers on theirs as well.

it is truly amazing on the progress they have achieved in so short a time. Well done guys. well done!
Announcements / Re: RadialGM
« Last post by Goombert on June 29, 2018, 08:57:30 AM »
Quote from: Steve
Truly impressive effort!
Thanks Steve! We're really trying, and it wasn't always this great for ENIGMA either. What's really helping is our embrace of continuous integration and regression testing. The changes are truly revolutionary for this project. Please check out my other announcement for more on that.

Quote from: pavul
however i dont know if will be open source as well and i would like to see the improvements
Fear not, as we all intend to retain the open source nature of RadialGM and ENIGMA as well. Open source has always been a defining principle of this project and none of us have any intentions of changing that.

Quote from: pavul
if is an IDE for enigma with the UI to create a game like GMS but without unusable items would be better, for that i dont use D&D i dont need those bunch of icons, only script and the events.
The initial beta is going to lack a Drag & Drop UI completely for the time being. Games like this will continue to function partly thanks to the fact the Drag & Drop in GMS2 is actually embedded as regular GML and using a document generator to read metadata out of the comments. That allows it to completely function in ENIGMA without any UI when I get the YYP reading finished. I will continue to look towards keeping a non-drag and drop mode for users who prefer that if and when a drag and drop UI is developed here.

Quote from: pavul
and im from now on waiting some advancements.
Hopefully much more on this soon, we're almost done with the engine changes. Please read more about that on the announcement I linked for Steve above.

Announcements / Re: SDL Platform Released
« Last post by Goombert on June 29, 2018, 07:35:10 AM »
These changes are closely related to the graphics changes I am doing too. I am really happy with the way this is going because we creating a very solid foundation on which nothing will regress either. It's going to be great to have Android working and I'm happy that Mac is working again too.
Announcements / Graphical Fidelity Testing and Engine Cleanup
« Last post by Goombert on June 29, 2018, 07:23:13 AM »

Note: The two images are intentional false positives I did for the purposes of demonstrating the bot and to verify its behavior.

Hey guys! I've been busy for a few days working on a side improvement to the engine code base that I want to share with you all. It is closely related to the SDL changes fundies recently announced as well as us adding support for Direct3D11 and modern OpenGL ES. We have basically extended our continuous integration to perform an image analysis on graphics tests to improve graphical fidelity both between the graphics systems as well as between ENIGMA and GameMaker. This is still a work in progress but I just this morning got it fully working to where we can successfully screencap the game in the Travis CI virtual machine (minor bug in our test harness taking the screenshot directly after game start and before any draw events were processed).

You can see what we're up to on the pr here:

We expect to have it merged soon and will then be adding drawing tests from here on out.

I've also cleaned up the tile drawing code and optimized them on top of the vertex buffer functions I added for GMS compatibility. They are slightly different though because I use an index buffer to render them more optimally as an indexed triangle list. Regardless, from my benchmarks we can see that the tiles are not only more consistent now but also build and render much faster. When me and fundies get these image comparison tests merged into master, I will add a tile drawing test to prevent future regression of the functions and finally merge in the new tile code.

I will be following up those changes by rewriting the model classes as well:

The whole point of this changeset is to have less duplicate code by using proper abstractions of vertex and index buffer concepts, while essentially providing both to the user. This not only improves what ENIGMA already provided, but will bring new features and functions that users have desired. With all of that in place it will be super easy to finally have OpenGL ES working again as well as Direct3D11 because building a graphics system then simply consists of making each graphics system have working vertex functions.

I hope everyone likes these changes and will find that it's going to significantly improve the project. Open to comments/feedback/suggestions as always.
Announcements / Re: RadialGM
« Last post by faissaloo on June 29, 2018, 03:25:21 AM »
i think you are doing a great job, however i dont know if will be open source as well and i would like to see the improvements, if is an IDE for enigma with the UI to create a game like GMS but without unusable items would be better, for that i dont use D&D i dont need those bunch of icons, only script and the events.

and im from now on waiting some advancements.
The source is here:
Announcements / Re: SDL Platform Released
« Last post by hpg678 on June 28, 2018, 10:21:24 AM »
Testing have starting on my MacBook to have ENIGMA working and it has been very productive so far. This is not an official announcement....but I can say  that emake is running and LGM loads.  As far as compiling goes it can compile empty rooms now.
Further testing and modifications needs to be done to have it compiling and running an actual ENIGMA project/game.

Just wanted to update on its progress.
Announcements / SDL Platform Released
« Last post by cheeseboy on June 23, 2018, 12:26:04 PM »
As, of today SDL (Simple DirectMedia Layer) platform has been released on the main fork. SDL is an alternative to our existing platforms Win32 and xlib. SDL should enable more consistenty across all operating systems with less effort on our part. SDL also replaces the broken Cocoa platform on Mac OS X but this untested as I have no access to a mac. If anyone out there on a mac could try building SDL and let me know your results on either the github tracker, discord, or IRC I can work with you to solve any issues. In general, the SDL platform is highly untested so I urge people to try it out with your games and report back any issues you see to the tracker.

SDL is the first step in much bigger things to come. I'm working with Robert with the goal of supporting Android. On our to do list, We plan on fixing the OpenGL ES graphics system, adding font support to emake and seperating the resource packer into it's own tool. These in combination with SDL will allow for building for android and possibly iOS and HTML5. After android is working, we both plan on getting back to the IDE (RadialGM). For which, I have large plans as well.

Warning: Anyone running a git pull should also run
Code: [Select]
./ && maketo grab new enigma.jar and rebuild the plugin or lateralgm may not run

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General ENIGMA / Re: Brand New Here
« Last post by Goombert on June 23, 2018, 06:37:18 AM »
Hi pavul and yes welcome! I believe we already met on Discord. Regardless, sorry I did not get to this last night, a car accident shut the electricity off right when I was going to start my reply until just now.

Allow me to address each of your questions directly.
Quote from: pavul
Radialgm it will be replacing lateralGM or enigma?
Yes and no, it will be another complementary tool for ENIGMA. Emake is already pretty much complete, minus our new EGM format we are still designing, and can be used in place of or along with LateralGM. RadialGM will be the same scenario because we have no current plans to end complete support for any of them. However, my own development focus is going to be shifting more towards RadialGM.

Quote from: pavul
is porting to mobile platforms in the work road?
Yes, if that was you I met on Discord last night, then you actually walked right into the middle of discussions about mobile. More on this later, but we're working on SDL and cleaning up our graphics systems to add OpenGL ES support. We're making considerable progress with that actually as fundies shared just the other day he has the SDL platform working in Firefox again using Emscripten.

Quote from: pavul
is lateralGM or Enigma still maintained?
Both are still maintained but my development focus has shifted to ENIGMA as well as RadialGM. The only attention LateralGM is getting is where it's absolutely necessary to continue to bridge the gap with the new Protocol Buffers and such.

Quote from: pavul
does this tool or team the goal of create serious or maybe commercial videogames? ( because i am )
Yes, and this is becoming ever-more increasingly one of our top goals actually. There are other supplemental goals as well though, just that I personally find it fun and I also like having my own hackable GM that I can just add my own stuff to.

Quote from: pavul
should i use LateralGM along with Enigma to deploy games or wait until RadialGM is released? ( because currently im working in a new game yet in development state)
For now, please continue to use LateralGM as it is the most feature complete. I will certainly be making everyone aware of when the RadialGM beta becomes available. To save yourself the hassle when the beta does arrive, you should use the newer MSYS2 setup if you are on Windows, or just use the regular Linux setup. This will ensure you have most of the dependencies installed through a package manager and you won't have to configure as much.

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