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Analyzed about 23 hours ago. based on code collected about 24 hours ago.
Posted over 11 years ago
You read the title right, after much investigation into implementing the GMX format into LateralGM, I have discovered how badly peoples games are being corrupted not only through exporting to other formats such as GMK but also in the softwares raw ... [More] uncompressed GMX format. For a detailed description of the anomalies please read my Wiki article here...http://enigma-dev.org/docs/Wiki/GMX_FormatI will still be adding GMX support however this is going to be very difficult with them breaking it constantly. I have personally run across 3 games that have been sent to me for me to get working with my new GMX reader. When the game was exported under GMK for older versions of Game Maker it wiped half of the Global Game Settings and corrupted the file tree. When exported to GMZ it created about 10 objects that did not exist in one users game and filled the action lists with nonexistant library actions.All of this tested on the latest free version 1.2 of the software. This is simply a warning, that you are not advised to let the program touch your GMK files without backing them up first. This is what I can manage to load so far with my new GMX reader... [Less]
Posted over 11 years ago
Historically ENIGMA and LateralGM have been opposed to donations, and we still are. However I am myself working between the compiler augmentation and LateralGM I get strained on developing major features and bugfixes. It would greatly help if we had ... [More] the resources to entice 3rd party developers or free-lance programmers to come and assist with the project. To help secure funding I have set up a Paypal account to effectively coordinate any contributed resources. Donations go to encouraging and paying developers to contribute towards the project with rewards. There is no time limit on when you can donate and no limit on how much you can donate, as anything donated can be helpful to the project.   LateralGM also has a new site where the latest binary release can be obtained, the site is organized by myself. You can also contribute through the sites donation link.http://www.lateralgm.tk [Less]
Posted over 11 years ago
Well I implemented and finished up XInput and DirectInput extensions for Windows.The constants...http://enigma-dev.org/docs/Wiki/Gamepad_constantsThe functions...http://enigma-dev.org/docs/Wiki/Input_FunctionsGreg has tested them already and we know ... [More] they work, even from an emulator or virtual machine. Gamepads currently only support Xbox 360 controllers and only on Windows when you enable the XInput extension. You may connect up to 4 devices at any given time, but you should query xinput using the gamepad function provided to see the max number of gamepads you actually can connect. Everything is well documented for you guys, happy programming!Also, here is a map of the control constants (right click->View Image to enlarge)...Here is a simple little code example that you can move an object around with the left axis and run with the letter 'A' using.Code: (EDL) [Select]// demonstrates using the 'A' button on player 1's Xbox 360 controller to move a player around the screenvar spd, lhaxis, lvaxis;lhaxis = gamepad_axis_value(0, gp_axislh);lvaxis = gamepad_axis_value(0, gp_axislv);spd = sqrt(lhaxis * lhaxis + lvaxis * lvaxis) * 5; // calculate the magnitudespd += gamepad_button_check(0, gp_face1) * 15; // when player is pressing 'A' speed will increase 15direction = point_direction(0, 0, lhaxis, lvaxis); // use the value of the left axis to determine the player directionx += lengthdir_x(spd, direction); // use the horizontal position of the left axis to throttle horizontal speedy -= lengthdir_y(spd, direction); // use the vertical position of the left axis to throttle vertical speed [Less]
Posted almost 12 years ago
After trying this several times with DirectX 10 and failing, I decided to give DX one more chance to be a part of our game engine, and it finally worked with DX9. The headers and libraries are distributed with MingW for DX9 so no need to install the ... [More] Windows or DirectX SDK, if you are on Windows once my commit is merged you will simply be able to switch it under API settings and use it. Now of course not all functions have been implemented, I only have draw_clear and the instance iterator loop for draw event. This will increase the compatibility of ENIGMA on native Windows platforms and for those people Micro$hit likes to screw over with bad OpenGL support.So we are now looking particularly for Windows users to help implement the graphics functions for DirectX. There's a lot of functions to be done, varying in difficulty so people from all skill-levels should be able to help. I am going to be writing a ton of the code as well, but I am working from a Virtual Machine, so again, your help is going to be appreciated. [Less]
Posted almost 12 years ago
Here are a few teaser screenshots (right click->view image to enlarge)...I am working on some new major extensions and systems for ENIGMA, including the Bullet Dynamics physics extension which will bring 3D collision detection, physics simulation ... [More] , and real time destruction capabilities all with full hardware acceleration through a rigid and soft body pipeline. This physics API is free and open source under Zlib licensing, it is also used in many Pixar and Disney CGI Animations and video games, including Cars 2, Toy Story 3, and Grand Theft Auto IV.These screenshots actually lie about the fps, it is much quicker. I am using software rendering (OpenGL1) and have not hooked the bullet extension to the OpenCL library for GPU accelleration yet.I just wanted to let everybody in on some new things I am hoping to bring to ENIGMA, and to make sure everybody does not start thinking development is dead. I will announce when this system is finished and ready to be used when I am ready to. I am currently taking a hiatus and creating a graphics system as well that is powered by OGRE (Object Oriented Rendering Engine), which will provide a great set of functions for creating large open world games. [Less]
Posted almost 12 years ago
I wanted to take a bit of time as we have not posted an announcement for some time and I want to fill everyone in on the state of the project. Josh is currently nearing completion with JDI, it is a major portion, pretty much "the" portion of the ... [More] compiler we have all been waiting for to be finished. We have been doing a lot of organization inside ENIGMA's engine and moving things where they properly belong over the past few days. If you are having any issues or anything you should stay on a prior commit for a little while until we sort some of these huge glaring cluster f***s out. For instance TGMG and Polygonz designed the actions around hardcoding everything and making them not modular enough to be excluded from projects, we are currently working on readding them to the system that actually implement them.The completion of JDI means several things, one being that all those little compiler/parser bugs will finally be resolved. The other is that we will finally have the pretty printer capability we need for writing proper HTML5 and JavaScript ports, and Josh can mainly focus on getting us solid stable mobile device and embedded systems platform support. This will also mean even more improvements to speed and optimization capabilities over Game Maker, because currently well ENIGMA is faster using a compiler written by a 15 year old boy ^_^ and the new one is going to be by a 22 year old Computer Science college graduate who has built it with a very intuitive and thorough design.The purpose of all this is to bring a few major systems into play, namely OGRE and provide underlying abstraction layers for other plugins and also namely physics extensions. One of ENIGMA's biggest opportunities over Game Maker is the level of abstraction and modularity provided by its engine. This means that objects can be implemented in any number of ways, for instance all of ENIGMA's underlying parts can be swapped out for a 3D oriented game engine vs a 2D one while maintaining that backwards compatibility and not having the systems... [Less]
Posted almost 12 years ago
As you are all aware we are boosting the performance of the OpenGL3 graphics system, doing a simple test with 100^3=1,000,000 cubes with a GLSL shader and other techniques at a solid framerate. Download and see for yourself!  Download: ... [More] https://www.dropbox.com/s/n7nop33tvq47upx/Hardware%20Performance%20Evaluator.zipSize: 6.74mb's***** Instructions *****1) Go into obj_gamestate and look for where I load the two shader scripts, modify the string value to the exact path to the files on your computer2) Go to the main menu bar of LGM select ENIGMA->ENIGMA Settings and change graphics system to OpenGL33) Hit run, and be amazedIf you encounter an error, you likely don't have a capable graphics card support GLSL or Vertex Buffer Object's and other things provided by modern OpenGL and game engines. Or it could also be that you haven't updated ENIGMA anytime soon. At any rate this is a good time for me to remind everyone that when it comes to modern game graphics it is best for everything to be sent to the GPU and to minize draw calls as much as possible, this includes using a single model containing many basic shapes versus many objects with few basic shapes. Batching things, and minimizing interruptions to the graphics pipeline will seriously optimize your games performance, I can only do so much in the engine. [Less]
Posted almost 12 years ago
As you are all aware we are boosting the performance of the OpenGL3 graphics system, doing a simple test with 100^3=1,000,000 cubes with a GLSL shader and other techniques at a solid framerate. Download and see for yourself!  Download: ... [More] https://www.dropbox.com/s/n7nop33tvq47upx/Hardware%20Performance%20Evaluator.zipSize: 6.74mb's***** Instructions *****1) Go into obj_gamestate and look for where I load the two shader scripts, modify the string value to the exact path to the files on your computer2) Go to the main menu bar of LGM select ENIGMA->ENIGMA Settings and change graphics system to OpenGL33) Hit run, and be amazedIf you encounter an error, you likely don't have a capable graphics card support GLSL or Vertex Buffer Object's and other things provided by modern OpenGL and game engines. Or it could also be that you haven't updated ENIGMA anytime soon. At any rate this is a good time for me to remind everyone that when it comes to modern game graphics it is best for everything to be sent to the GPU and to minize draw calls as much as possible, this includes using a single model containing many basic shapes versus many objects with few basic shapes. Batching things, and minimizing interruptions to the graphics pipeline will seriously optimize your games performance, I can only do so much in the engine. [Less]
Posted almost 12 years ago
I think this probably deserves an announcement so people know. Last night we added a condition so if the room_speed is set greater than 170 then Sleep is not called between frames (ie the fps is uncapped). When I tried this however I noticed a huge ... [More] drag occurring, whereby blank games where still only running at 250fps. After a long debugging session it was found that the room caption setting was the single culprit (it was getting called liked 15 times a step and it's a rather bloated Windows function - not good). I have now removed the room caption temporarily (until it's sorted tomorrow) and after I removed it I found my fps shot up to an expected 1600fps in an uncapped blank room.To summarize: this thing was a huge inefficiency so after you update, depending on your game, you might suddenly notice a large increase to your fps counter. [Less]
Posted almost 12 years ago
Hello as some of you may know I have been working on major improvements to the LateralGM IDE for about a week now. I am attempting to bring loads of new features and bug fixes. I want to welcome everyone to come and test the latest version for ... [More] diagnosis as we reach our way up to 2.0 for a stable build.To install, simply download the zip file below and extract it then copy the Jar file to you enigma-dev folder and overrwrite the old one. Then you are good to go! You can also use it without ENIGMA.Download: https://www.dropbox.com/s/o14ayej0vpq9h56/LateralGMBeta.zipSize: 1.06mb's********** CHANGE LOG **********1) Preferences panel implemented2) Theming and icon customization3) Added context popup menu to script editor when you right click4) Merged JoshEdit branch to main repository5) Object information frame added, can be used to pastebin entire objects6) Drag and drop can be toggled, when off it hides the action list editor and you get an edit button in the object and timeline editors, when clicked it checks the first action and checks if it is a code action or not if it is it opens it for editing in a code window otherwise it prepends a new one7) Context menu added to game information window8) Added multiple selection to the resource hierarchy tree9) Default room editor size is a little bigger now, as requested10) Added missing buttons to the game information frame as well as the ability to save/load11) You will now be asked on exit whether you would like to save any recent unsaved changes, works but is unconditional for now12) Line numbering in script editor less bold and in your face and properly right aligned to content area now13) Fixed autocompletion window bug, it now shows in the correct location14) Fixed a bug with select all not repainting the gmltextarea15) Fix... [Less]