It's pretty simple but brilliant: I draw everything on a surface. Then I have a script that you can call in, which does the blur. All it does is setting up two surfaces, one the same size, the other half the size of the surface you want to blur. Turn texture interpolation on, and stretch the two surfaces on each other. And voila! A pretty convincing and fast blur effectA blur effect in GM8? Well, that's a first. How'd you do that?
Wow, that's amazingly simple for how awesome it looks. I swear, I could hardly tell this apart from a real blur shader.It's pretty simple but brilliant: I draw everything on a surface. Then I have a script that you can call in, which does the blur. All it does is setting up two surfaces, one the same size, the other half the size of the surface you want to blur. Turn texture interpolation on, and stretch the two surfaces on each other. And voila! A pretty convincing and fast blur effect
If I knew how to do it, I would probably attempt itShould make a Linux OS that looks this good
I will include a full documentary. The main thing is, your apps are going to be folders that you name "[some folder name].shl", and the system detects it like an .exe or something. Inside the folder you'll have a create.txt, step.txt, etc, that you can write your GML code in. The OS will load it in, but firstly add the window codes automatically. The app will be drawn on a surface, so you don't need to worry about drawing at "x+..." (even though you will want to have that part for mouse_in_rectangle() and things like that)How exactly will developing apps for this thing look like? Will we be able to create windows and fill them will your premade GUI components? Will we still be able to draw things (shapes, etc.) into the windows (on some kind of surface or something)?
Wait, does that mean we'll only get one window? It'd be really cool if we got multiple windows, if only to make it easier to add pop-up windows (like a settings menu or something), rather than having to draw those into the main window itself.I will include a full documentary. The main thing is, your apps are going to be folders that you name "[some folder name].shl", and the system detects it like an .exe or something. Inside the folder you'll have a create.txt, step.txt, etc, that you can write your GML code in. The OS will load it in, but firstly add the window codes automatically. The app will be drawn on a surface, so you don't need to worry about drawing at "x+..." (even though you will want to have that part for mouse_in_rectangle() and things like that)
But I'll go into deep detail in the said documentary, right when the first release of the OS is out for the public.
You'll have selection lists, popup message windows, context menus, all of these pop out in front of the window, so don't worry, you have plenty to choose from! And in the very end, you'll be given an option "customWindow = true;", which will ignore all window codes. That means you're entirely free of doing whatever you want, but that also means you'll have to redo everything if you want an actual window (dragging, window sequence, resizing, all those). I will try to make it possible in an easy way to have multiple windows for one app thoughWait, does that mean we'll only get one window? It'd be really cool if we got multiple windows, if only to make it easier to add pop-up windows (like a settings menu or something), rather than having to draw those into the main window itself.
Except it can't xD it's an .exeLooks cool as - this could be the next generation of windows
Future transformationExcept it can't xD it's an .exe
It's on ice at the moment. School started, I have a surgery coming up soon, and also have a game project going on that I'd like to finish first..Going to assume this project is deprecated?
I have 2 different project files, the new design is a new project from scratch but it's very messy and barely has any functionality, the old one works pretty well but would still need some polishing. Plus they're both .gmk files, I think GMS 1.4 can import that but GMS 2 can't.Just out of curiosity:
If the project remains on ice indefinitely, with no future plans to release - why not release a (semi?) functional version of it? Or possibly even the source?
It's one of the best looking GUI projects I've seen made with GM, so it'd be a shame to see all of this hard work go to waste .
Because it's not a thing in GM8Why do u not useCode:gml_pragma("global", "myshellText");
For now memory leaks are just a placeholder, it actually only shows how many times surfaces have disappeared when they shouldn't haveI'm curious about how you detect memory leaks. I see from your screenshots that it is something you are tracking