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Mirza_H

14
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A member registered Mar 24, 2019

Recent community posts

(1 edit)

Ah, I see. Hopefully you'll find the solution. 

Thanks!

I was able to test on a Windows 8 pc. Same problem. It seems that there is an issue with loading this type of file (maybe because of the dimensions, but it could be anything) for Windows 7 and 8. 

Yes, the sprites have a black overlay but that was a preference since only the file loading needs to be tested.

Thanks!

(1 edit)

I haven't tested it in another system. I'll try to see if I can. 

In the meantime, here is the image attached. When I try to load it, Laigter crashes.


Edit: double-checked to see if downloading a copy of the image would work, but it didn't. Hopefully the behavior will be reproduced on your end.

Thanks! 

(1 edit)

Thank you for the reply!

glsls version is 3.1, 

I saw your post and tried executing the program with the "s" parameter and it indeed works correctly by doing so (the pixel options + export of preview work flawlessly btw).

A minor issue I found was that images of a certain attribute will not load. More than likely the size dimensions must be within a certain range. Images whose dimensions are larger than the program can handle (I experimented with a 1004 px width x 417 px height image) will not load. Not sure if there is a manual for this program, and if this is mentioned in there. But in case it isn't, this is just for your info (in case you didn't know already).

Lastly, I have attached a full report  of my pc's specs below (apologies if its too long, but I didn't see an option to attach a file, so I only put the items I think are important):

Great stuff you have thus far!

------------------

System Information
------------------
Time of this report: 8/11/2019, 23:41:30
       Machine name: MMH
   Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.190612-0600)
           Language: English (Regional Setting: English)
System Manufacturer: Dell Inc.         
       System Model: Dell System XPS L502X
               BIOS: Default System BIOS
          Processor: Intel(R) Core(TM) i7-2630QM CPU @ 2.00GHz (8 CPUs), ~2.0GHz
             Memory: 8192MB RAM
Available OS Memory: 8086MB RAM
          Page File: 5283MB used, 10886MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: 120 DPI (125 percent)
 System DPI Setting: 120 DPI (125 percent)
    DWM DPI Scaling: UnKnown
     DxDiag Version: 6.01.7601.17514 32bit Unicode

------------
DxDiag Notes
------------
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
          Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (retail)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
          Card name: Intel(R) HD Graphics Family
       Manufacturer: Intel Corporation
          Chip type: Intel(R) HD Graphics Family
           DAC type: Internal
         Device Key: Enum\PCI\VEN_8086&DEV_0116&SUBSYS_04B61028&REV_09
     Display Memory: 1696 MB
   Dedicated Memory: 64 MB
      Shared Memory: 1632 MB
       Current Mode: 1920 x 1080 (32 bit) (60Hz)
       Monitor Name: Generic PnP Monitor
      Monitor Model: unknown
         Monitor Id: AUO17ED
        Native Mode: 1920 x 1080(p) (60.011Hz)
        Output Type: Internal
        Driver Name: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumdx32,igd10umd32,igd10umd32
Driver File Version: 8.15.0010.2455 (English)
     Driver Version: 8.15.10.2455
        DDI Version: 10.1
       Driver Model: WDDM 1.1
  Driver Attributes: Final Retail
   Driver Date/Size: 9/5/2013 14:58:53, 8310272 bytes
        WHQL Logo'd: Yes
    WHQL Date Stamp: 
  Device Identifier: {D7B78E66-4256-11CF-CE7F-BB24B4C2C435}
          Vendor ID: 0x8086
          Device ID: 0x0116
          SubSys ID: 0x04B61028
        Revision ID: 0x0009
 

(2 edits)

Glad to see this still in development. 

I believe there is an issue with loading PNG files. When I try to load them (either through drag and drop or by the open button) Laigter will show the texture is loaded, but nothing appears in the preview window. 

Here is an attachment of the window (right side only with relevant info):




Basically, any image (with transparency) does not show up in Laigter even though the Textures window indicates otherwise.

Thanks!

NOTE: This was a bug in 1.4 also, but I couldn't find the time to report it back then.

(2 edits)

Hi,

I'd like to preface this query by highlighting that I am aware of the copy-on-write limitation with GMLive. That said, its strange that the array and script setup I have works correctly if GMLive is enabled. When GMLive is disabled, the arguments passed end up as undefined.

My setup is as follows:

Create ev:

list=ds_list_create();
alarm[0]=1;

Alarm[0] ev:

var script_arr;
script_arr[0] = scr_debug_msg;
script_arr[1] = ["msg1","msg2","msg3"];
ds_list_add(list,script_arr);

Step ev:

if keyboard_check_pressed(192)
{
var script_arr = list[| 0];
script_execute(script_arr[0],script_arr[1]);
}

Inside scr_debug_msg:

if (live_call(argument0,argument1,argument2,argument3)) return live_result; 
var script_args = argument[0];
for (var i=1;i<=array_length_1d(script_args);i++) {
   argument[i] = script_args[i-1];
   
}
show_message(argument0); 
show_message(argument1); 
show_message(argument2); 
show_message(argument3);   

When scr_debug_msg is run, the first message I get is the one that script_arr[1] refers to (i.e. { { msg1, msg2, msg3 } }). The next three dialogue boxes show undefined. This is when the "live_enabled" macro is set to 0. If the live_enabled macro is set to 1, the script works perfectly fine and the three dialogue boxes after the first correctly show msg1, msg2 and msg3 respectively. 

I'm confused since I thought the opposite should have been the case, where the script would work fine with GMLive disabled, but not work when enabled. 

Any help is appreciated. Thanks!

Awesome!!!

Looking forward to the next release!

(2 edits)

Hello,

Just tried the update. Alot of great changes and bug fixes!

About pixelation; though the outlines are no longer there (it is fully pixelated now), there is one small issue. About 1 pixel in height across the width of the sprite image is deleted for some reason. I have made sure that the zoom in Laigter is maintained at 100%. 

I screen capped the result and when I overlaid it on top of the original, I could see the difference. This issue was replicated with more than one sprite. Below are gifs illustrating the problem:

a) Current result:

b) Desired result:

In the first gif (a), you can see the sprite is doing a "bounce" motion because in Laigter, there is some distortion in the lighted sprite which causes 1 pixel of height across the entire width of the sprite to somehow not get drawn, even at 100% zoom. The second gif (b) is where I manually edited the lighted sprite to add the 1 pixel back in which fixes the "bounce" motion. 

Its a minor issue, but I'm wondering if it could be addressed, so no manual editing is required. In any case, as always, awesome stuff and thanks for sharing this!

Nice. I assumed interpolation would be the issue since the preview was giving results similar to those I experience im Game maker studio 2 when interpolation is toggled on in it.

Looking forward to your next release!

(1 edit)

Thank you for the reply azagaya. 

Here is the original image with transparency. 

Righ-click >  Save image as... (if you're on windows) should work fine with downloading the image.

And please take your time.  :) 

Like I said, the results look pretty good right now too, but if the pixelation is maintained fully, that'd be just super. Appreciate your effort to look into it, regardless of the outcome.

Thanks again!

Thanks for the reply.

I've checked to make sure the "pixelated" box is ticked, but there is still some interpolation going on.


I have attached examples below:

This is a test sprite which was screen captured at 500% zoom, and where pixelation is maintained:


And this is the same test sprite screen captured inside laigter with pixelation turned on,  also zoomed at 500%, :

The difference between the two is the first has no interpolation, where as the second one has some bit of it, most noticeably with dark outlines. 

I was hoping that the normal map lighting could apply with the pixelation maintained. I could then simply take a screen shot in the preview and use that as an overlay to simulate something like a muzzle flash. But currently, there is some interpolation which gets in the way. See below image for the difference:



Example areas are the shoulder pads and arms. In the left lit image,  there are a few dark colored outlines compared to the right, normal image. The effects looks great though.

I'm not sure if its possible to maintain the pixel look 100% (more or less  to remove those dark lines). But if it is, would be great!

Thanks again!

(2 edits)

Hi, awesome application!

Just a question. In a project using pixel art, I don't plan to export the normal map itself since there are too many frames for the sprites. Instead, I'd like to simply use the preview image with the lighting on the sprite and use that as an "overlay". 

The only problem is I can't see an option to render the preview in its original pixel form.  The  preview image has interpolation turned on and there doesn't appear to be any way to restore the sprite's original pixel look.

Thanks for this amazing tool!

Thank you for looking into the issue and providing a workaround. 

(1 edit)

Hello again,

I'm not sure whats going on here, but I'd like to clarify if we are allowed to update code in a collision event. The output window of GMS says that the code in a collision  event has updated, but the changes do not take effect. The server is running and I can continue to make changes in Step/ End step events etc. Restarting the game just in case (to refresh object variables if needed) also doesn't update the code.

Could you clarify whether or not the code inside collision events work or not? I didn't see anything in limitations about this (hope my limited knowledge didn't cause me to overlook).

Thanks!

 

(2 edits)

Ah, I see. I was using the wrong function with scripts. Thanks for pointing that out!

(2 edits)

^Thank you for the reply.

Was hoping I could clarify another issue. I read the limitations and from what I gather,  one should be able to use scripts. 

However, if I include the live snip inside a script from the resources tree and proceed to use the script in an object's step event (for example scr_game_test() ), the code inside the script doesn't seem to work even if the snip is on the top line, above scr_game_test and on the first line inside the script as well.

Once again, is this currently the state in which the extension is in or am I doing something wrong?

Thanks again!

(1 edit)

Hi,


First of, this is an excellent tool and I hope you continue improving it!

So I tried using the live call and live result line in a parent object's step event and set the child object to run event_inherit in its own step event. However, it didn't seem to update.  If the  line of code is place in the step event directly, it works. Just wondering if inherited events is something that is currently not supported, or if I'm doing something wrong (I did check to make sure no casual mistakes were made).

Thanks!