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91
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by Hoohee on September 13, 2017, 06:41:02 PM »
While it's not like every game creation program has to work exactly like Game Maker, it should work exactly like its own internal documentation says it will.  So if there's a workaround and it works so well that no reversion of the program is necessary, at least the text in the drag and drop interface should probably be changed a bit.
92
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« Last post by HitCoder on September 13, 2017, 01:26:59 PM »
ENIGMA STUDIO.Net.........sounds interesting. (Y) (Y)

.NET meaning C# .NET Frameworks, working on it in visual studio.

However, after reading some more documentation and thinking about it a bit more, I feel like I could achieve a more malleable result by making it in Enigma itself due to being able to make custom rendered graphics and interface. :P

REGARDLESS--- I've brought this thread quite off topic, so back on the topic; I think we should have a simplified index or something of all of the functions where each parameter is briefly explained to make everything clear yet not overwhelm the user. Though, I think this stuff is provided on the wiki's documentation anyway.
93
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« Last post by time-killer-games on September 13, 2017, 02:16:32 AM »
YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program.

YoYoGames haven't made a Linux IDE for GMS 2, and Russell said they weren't planning on it.

Windows and Mac are the only platforms GMS 2 can or ever will run on.

Well that sucks!!!    :o :o >:( >:(

No big deal, we still have enigma and soon Enigma Studio .NET by me if I bother putting time into it

And don't you mouth off to me or I oughta slap you right in your penis.
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Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« Last post by hpg678 on September 12, 2017, 06:26:41 PM »
ENIGMA STUDIO.Net.........sounds interesting. (Y) (Y)
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Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by hpg678 on September 12, 2017, 06:22:20 PM »
Ok........ so maybe I came off a bit brazen and critical in my comments about 'bad coding' and some other things i've written. My intention was not to be that way. I apologize.

My intent was to show a more efficient way to solve the problem but somewhere I got carried away. Again I apologize.

I too prefer to use GML/EDL over DRAG N DROP, although at times it becomes necessary to use it. i also Believe I may have misread some of your comments.

Lastly i want to clear up what you may be perceiving as a misunderstanding on your part. I do not consider you in the same class of people whom "I believe it is a tad too much for one to expect GM files to be that compliant with ENIGMA without some type of error at some time". i was generalizing since based on people's past comments on this forum, Game Maker's forum and other places I had researched, that was commonality among them.

i have the deepest praise for ENIGMA and its creators. I think its a brilliant, wonderful and fantastic piece of software. The fact that it is compliant with Game Maker which i spent the majority of my life learning, as well as being able to run on LINUX, is an added bonus.
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Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« Last post by Solitudinal on September 12, 2017, 05:21:15 PM »
Just wanted to give a quick little update.
The way that the java project that I'm porting this from does the animation is by using shaders, so I've taken a bit of time to learn about GLSL and have a pretty good grasp on it now, and also understand why it does this.
I believe shaders are GL2+ (mainly GL3), meaning that if I were to do a direct port, I'd probably have to drop OpenGL1 and target OpenGL3 in ENIGMA? Since everything is shaders these days, this seems like the way to go.
There's 3 alternatives I can think of:
0) The aforementioned shaders path.
1) Generate vertex models for every animation frame. This would use a huge amount of memory.
2) Handle all the vertex calculations through the CPU. This would require porting the shader's responsibilities into C++ code. Not sure how much ENIGMA's engine can support me along this way, but if I end up writing my own GL calls, GL3.1+ isn't going to like it unless you stick it in compat mode.

So yeah. For the time being, I'm forging ahead and porting option 0.
97
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by HitCoder on September 12, 2017, 01:56:29 PM »
I believe this shows that there is no bug. I can't be sure but I believe it has to do with how ENIGMA interprets GM code as well as bad code writing. No fault on the coder. We all make mistakes and we're not perfect coders.

I'm still going to have to agree to disagree; while I see no reason to revert such changes which have caused this "bug", since there can still be workarounds due to code logic, the bug present is that the with(object) method of the variable tester is carried through to the jump to position function. This is not how Game Maker's logic is supposed to function in terms of using these drag-and-drop blocks, due to every single one requiring a reference, or control from said object, being newly specified each time.

In this case, I don't think it's necessarily a bug, but, I would not say it is an "incorrect" way of programming it. It is not "bad code writing", as taking such an approach doesn't necessarily make it inferior. It's just another approach that works fine in Game Maker, but Enigma handles the logic differently.

Though, because of discrepencies like this, I personally stick with using GML/EDL rather than using the drag-and-drop blocks, and I personally treat Enigma and Game Maker as different engines/programs/software/tools entirely, despite having identical interfaces and very very similar logic.
98
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« Last post by HitCoder on September 12, 2017, 01:49:31 PM »
YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program.

YoYoGames haven't made a Linux IDE for GMS 2, and Russell said they weren't planning on it.

Windows and Mac are the only platforms GMS 2 can or ever will run on.

Well that sucks!!!    :o :o >:( >:(

No big deal, we still have enigma and soon Enigma Studio .NET by me if I bother putting time into it
99
Ideas and Design / Re: Writing an ENIGMA guide.....Interactive or not?
« Last post by hpg678 on September 12, 2017, 08:58:19 AM »
YoYoGames makes their offline manual by compiling chm's I guess. I don't know what they are doing for GMS2 yet because I am not sure if you can open chm files on Linux, but I imagine there exists some free program.

YoYoGames haven't made a Linux IDE for GMS 2, and Russell said they weren't planning on it.

Windows and Mac are the only platforms GMS 2 can or ever will run on.

Well that sucks!!!    :o :o >:( >:(

100
Graphics and Video / Re: Enigma-related artwork
« Last post by faissaloo on September 12, 2017, 07:20:12 AM »


EDIT2: I made it look a little more like the original (I'm being a bit OCD I think haha)


I'd be really grateful if you made a 1366x768 version of this, it looks great!
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