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Geek Culture / ENIGMA Development Environment - A Free Alternative to Game Maker

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The Zombie Killer
14
Years of Service
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 24th May 2012 15:22 Edited at: 24th May 2012 15:24
Hey guys,
I've known about ENIGMA for quite a while, I'm just posting this here for those who don't know about it. Taken from the ENIGMA Homepage and the ENIGMA Wiki

ENIGMA is a free development environment geared towards game development.

It's a free and open source, and not a Softwrap in sight!
It's compiled for maximum speed, with lightning fast calculations!
It's easy to learn, and Game Maker compatible!
It's a great way to get started with C++

ENIGMA, the Extensible Non-Interpreted Game Maker Augmentation, is an open source cross-platform game development environment derived from that of the popular software Game Maker. Its intention is to provide you with a quality game creation tool and a bridge between high- and low-level programming languages. It can be used either through an IDE, namely, its sister project, LateralGM, or through a Command line interface.

Like Game Maker, ENIGMA comprises both an easy to use Drag & Drop system as well as its own programming language. This programming language, known as EDL, is essentially a mix between C++ and Game Maker's GML. Part of ENIGMA's goal is to remain backwards compatible with Game Maker, serving for some intents and purposes as a Game Maker compiler, however, EDL offers many very powerful features which simply aren't present in the alternative. Such features include the ability to compile DLLs and other C/C++ scripts right into the program and access C++ types, templates, and functions.

Although EDL adopts GML's very lax syntax in its scripting, the inputted code is actually parsed and translated into valid C++. This compilation improves size and performance of the language by incredible amounts, while almost magically maintaining its simplicity of use.

Why Use Enigma Instead Of Game Maker

ENIGMA aims to be as compatible with Game Maker as possible. You can load and save GM files in LateralGM, then compile them with ENIGMA. When ENIGMA's function set and collision system is finished it will have practically all of Game Maker's capabilities, plus the following:

* Speed improvements from an interpreted language to a compiled language. (For a basic counter loop you're looking at an increase in speed by a factor of about 150x)
* Portability, having more available platforms and system options
* Increased security of being compiled. It would be insanely difficult to decompile back to C++, and impossible to retrieve comments and variable names anyway
* A reduction in starting size (Between 40 and 93 percent, depending on the platform)
* The ability to create and access C++ types, templates, and functions
* The ability to compile DLLs and other C/C++ scripts right into the program
* Improved debugging
* Access to a number of C/C++ classic debugging techniques (print to console)
* Ability to use debuggers (gdb)
* Access to the resulting C++ code
* ENIGMA's built-in Design Mode

* No YoYo Games. Which means it's:
* Completely FREE
* Open source
* Has regular bug fixes
* Automatic updates
* And developers actually listen to you
* Many other improvements, additions, increased flexibility

Why Use Enigma Instead Of C++

ENIGMA offers some major benefits from just using C:

* A prebuilt engine to base your creations off of, and a simple interface which accepts C/C++ code.
* High level functions, and variables with variant datatypes. Arrays with no risks of overflow.
* Resources are included for you in the engine, no additional work is required to load them.
* Lax syntax and a friendlier typing system. Semicolons aren't required, templates don't require parameters, and var can represent strings or numbers.
* Much greater ease of use, especially for those with little programming knowledge, allowing you to learn the logics of programming under a practical game development environment.

Understand, of course, that the processes ENIGMA takes to handle instances and resources may be slower than a custom engine in pure C++. Much care has been put into each system, however, and in the end, the differences will most likely prove insignificant. In any case, our goal is to have the simplicity the system offers justify any speed reduction. Options will exist for further optimization, such as variables that some may find a waste of space being removable.

Data types are dynamic if undeclared, but unlike in Game Maker, you will be able to declare something you do not plan to change as one byte. Or a short, double, string; whatever you like for optimal performance. This way, it will use less memory if you declare it yourself, but you will be able to switch between data types if you do not specifically declare it.

Old 2008 Trailer:



Download ENIGMA now!

-TZK

Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 24th May 2012 16:26
Why is 100,000,000 instances of nothing impressive? - I'd rather see a real test, how many sprites can it throw about compared to other platforms, that sort of thing. Even having it increment a variable apart from the loop counter would be a start. When a loop has no commands inside it, it'll run fast - but I think we'd rather see 1000 sprite movements, than 100 million instances of nothing.
Personally, I'd rather see something that takes Game Maker, and improves on the areas that it is lacking - most 2D games don't need a great deal of processing speed, what Game Maker needs, what learner programmers need, and what this engine is severely lacking, is decent collision detection and response. Game Maker Studio has Box2D built in, it can make iOS games, it can make HTML5 games... I'm not sure where this fits in.

Know what I mean? - I'm not trying to pee on this, not trying to be negative - but they dropped the ball, and seem to have disregarded Game Makers failings in favor of some speed improvements. That's a pretty shallow way to develop, when there are areas that can be improved on that would bring much more to the table. Nobody uses Game Maker because they need raw speed, twice as fast as fast enough, is not a big benefit IMO.

Health, Ammo, and bacon and eggs!
kamac
14
Years of Service
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Joined: 30th Nov 2010
Location: Poland
Posted: 24th May 2012 17:06
Never heard of this.

This look nice, though GM costs 40$ - 99$ and is a higher standard.

They have a nice footer!

Quote: "ENIGMA - SERVING THE POPE SINCE 1965."


Follow me on twitter! @MotionStruct
The Zombie Killer
14
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 25th May 2012 06:37
@Van B
Yeah, I get what you're saying, and I agree. That trailer was really old though, and I've done some testing, and performance with lots of sprites etc is actually a lot better.

@kamac
Yeah lol, they often change their footer. Right now it's

Quote: "ENIGMA - Now specializing in hostile takeovers."


-TZK

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