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A member registered Aug 30, 2019 · View creator page →

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Can you dynamically create new tabs? i.e. if I had 
group.AddTabs(0, [tab_inv, tab_com, tab_rs]);
then want to create a new tab...

var tab_new = new EmuTab("NewTab");

I can't see how to insert that into the existing list 

Resize window - looks - err - different :)

But you're always showing your Raspberry Pi on stream :)

Shouldn't there be 2 DLLs, a 32 bit default and a 64 bit via a proxy named SpriteAtlas_x64.dll. As it stands loading the yymps and blindly hitting run will error as you won't be on 64 bit runtime by default (you'll be in 32 bit mode - hence the error). See the "What If I Want To Make A 64bit DLL" section in the docs,

Woo - Emu 2 includes Tree + DropDowns I see :)

(4 edits)

DropDown is simple - combine Edit, Button + List

Trees - yeah, far more complex but allow a familiar (Windows Explorer) way to group things. Structs are ideal for defining the tree + could be load from/save to storage.

I suppose Menu would be cool too - Main + context/Pop-up - again, a tree structure...

Flog it all to Yoyo to save them writing their planned own version :)

(1 edit)

Any chance of the extending emu documentation you mention? I want to add a drop-down list and a TreeView |(at least those are the ones that immediately spring to mind)

Temp file storage breaks license terms - particularly as there are undelete utilities.

Surfaces are not a solution here as a 4k x 4k RGBA takes up 67,108,864 bytes and GZ compression won't get that back to PNG sizes (only PNG will do that). 

Guess a decode buffer to surface extension is required...

I was just thinking of looking into writing something like this. Is there a way to extract a PNG (or whatever) from a XZip and decode it to a surface (if not I'll still have to look into writing my own version). Basically I want to download an encoded archive with licensed assets and load them into a game - you know, DLC...
I've got as far as downloading assets (un-encrypted) and creating sprites from them but encryption is vital when it comes to keeping to license terms so any assets need decoding - not something I can get GMS2 to do (without writing a PNG extension I guess which seems like re-creating the wheel)

Where's the source for SpriteAtlas.dll to be found?

I made comments on Emu? The deleted ones? Can't remember what I wrote...

So, did you ever write the documentation?

I also got no colour using view3dscene so I investigated by exporting a model from Asset Forge to OBJ. The problem is with the materials definition file(s) *.mtl

An example from your MTL is ...

newmtl Wood_Dark
Ka 0.0000 0.0000 0.0000
Kd 0.5176 0.4196 0.3333
Ks 1.0000 1.0000 1.0000
Tf 0.0000 0.0000 0.0000
d 1.0000
Ns 0

While the same material is saved by Asset Forge as ...

newmtl Wood_Dark
Kd 0.5176 0.4196 0.3333

Going thru the OBJ specs I note that the entry of ...

Ks 1.0000 1.0000 1.0000

Is overriding all other colour definitions making everything white. Asset Forge ignores at least the Ks entry so it shows the correct colour

A simple fix is to simply remove all the Ka, Ks, Tf, d and Ns lines from the mtl file (took me a few seconds in notepad++ as all the lines that want removing are identical)

I'd post a fixed mtl file but there's no upload here

Once you have the fixed mtl then view3dscene and other programs will display colour properly - like this...