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Third Party / Re: DnD to GML utility
« Last post by hpg678 on September 21, 2017, 09:48:00 PM »
The program is indeed outdated but still quite useful.....like I said....... just thought it would be useful for newbies to ENIGMA to learn EDL as itt converts Drag and Drop actions into the relevant EDL/GML code.

I prefer to code in EDL but at times when I'm stuck on something, I use Drag n drop, then use that converted code. Unfortunately, for some reason, i can't get GMS2 to work on either my laptop nor one of my desktops. Both of which has 64bit cpus in them. I don't really care that much any way, since they dropped LINUX support.


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Third Party / Re: DnD to GML utility
« Last post by Goombert on September 21, 2017, 07:05:12 PM »
I had considered putting this functionality into ActionMaker, but decided against it because I felt that it was pretty useless for just a single action. It's really a very distinct use case from creating the libraries themselves. I also wanted to add this to LateralGM at some point, since the code is actually already there in the ENIGMA plugin, but never got around to it.
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Third Party / Re: DnD to GML utility
« Last post by Darkstar2 on September 21, 2017, 04:23:21 PM »
Here's a little utility I've been using that converts Drag and Drop actions to GML. It's been invaluable to me in learning GML so I thought I would just share with any newbies out there.

Upon writing this , I did a search on DND to GML utilies and I came many others. One can also do a search and try them out for oneself but I still prefer this one as you can perform an actually code segment and it will convert it for you, right there and then. Check it out.

here's the link http://www.stuffbydavid.com/dnd-to-gml

Nice find - but this program is a bit outdated and from what I recall did not have FULL support.  BTW, there is a built-in D&D to GML converter in GMS 2, every single D&D
is supported.  Also sometimes it can be difficult to remember all those GML commands, so one could build their own libraries and functions and use those in their games as
well.
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Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by Hoohee on September 21, 2017, 03:47:57 PM »
So that implies that you've seen such things before.  I'd rather not destroy and replace the object, since that opens up a bunch of other cans of worms, and the current object has too much complex code and things pointing to it not to cause errors from its destruction.  To do this would necessitate rewriting most of the code from scratch, and probably figuring out new ways to do things I had down fine.  None of that pausing happens in Game Maker, so a bug is a bug and a bug deserves research and repair.  Still, any insight into what causes this, and is there a way to fix it that doesn't involve destroying and replacing the player object?
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Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by faissaloo on September 21, 2017, 03:07:44 AM »
I may have discovered another bug.  For some reason, turning on a user-defined variable (by holding a button) messes with a character's movement.  The character either stops moving, or moves in weird ways.  I haven't been able to duplicate this in my experiment file (the "Jump" one), but I'll keep trying to figure out what's wrong.  In the meantime, if this helps, the character's movement uses variables as well; the hspeed and vspeed variables in the "Step" event.
Are you swapping any objects that depend on user input? You might need an io_clear() somewhere

Possibly so, but what do you mean by "swapping"?  I'm not turning an instance into another instance, of that's what you meant.  There are two objects that utilize the one's offending variable, but to test out the bug, I deleted the other object, and it still happens.
I mean destroying an object and creating another one in its place, that's usually what I've been doing when stuff like this has happened to me
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Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by Hoohee on September 20, 2017, 04:13:49 PM »
I may have discovered another bug.  For some reason, turning on a user-defined variable (by holding a button) messes with a character's movement.  The character either stops moving, or moves in weird ways.  I haven't been able to duplicate this in my experiment file (the "Jump" one), but I'll keep trying to figure out what's wrong.  In the meantime, if this helps, the character's movement uses variables as well; the hspeed and vspeed variables in the "Step" event.
Are you swapping any objects that depend on user input? You might need an io_clear() somewhere

Possibly so, but what do you mean by "swapping"?  I'm not turning an instance into another instance, of that's what you meant.  There are two objects that utilize the one's offending variable, but to test out the bug, I deleted the other object, and it still happens.
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Off-Topic / Re: Developing Games
« Last post by Goombert on September 20, 2017, 12:59:49 PM »
Quote from: HitCoder
I've heard that iOS and Mac OS are the same OS
They are in the same sense that Ubuntu and Arch are the same OS. They use the same kernel (which is what Linux is) that is based on Mach which was itself developed at Carnegie Mellon University.
https://en.wikipedia.org/wiki/Mach_(kernel%29

Quote from: hpg678
most successful way to make money
Yes, basically what I was trying to convey.

I am getting sick of using these abominations of shells though like cygwin, msys, git bash for windows, command prompt, and powershell are all terrible. This is one of the biggest pains of developing on and for Windows. It's part of the reason why Linux people have so much better success installing ENIGMA.

Take this issue I had to fix earlier while writing a Python server script:
https://stackoverflow.com/questions/32597209/python-not-working-in-the-command-line-of-git-bash

Quote from: hpg678
flooding the Windows market
You know, that's an interesting perspective, I never would have considered the over-saturation of software on Windows to be a potentially bad thing, but you may be right.
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Off-Topic / Re: Developing Games
« Last post by hpg678 on September 20, 2017, 10:48:43 AM »
Like many users, I grew up in the Windows world. I was always interested in pulling things apart and putting it back together and that is what got me in Computer repairs. Back then there was the Commodore, Amiga, Apple II and so on.

there is no denying that LINUX is more stable WINDOWS and is probably more stable than any other operating system out there.  As far as user experience in general is concerned, that is where it lacks as well is misunderstood. by this I mean, because of the many misconceptions around using LINUX, a lot of potential users run towards Windows and a lot developers cater then to that platform.

I mean let's be honest. All of us wants to make money as a developer whether you create software or games for what platform you cater to. It's perhaps the most successful way to make money, short of getting involved in religion :) , but that's another thing altogether.

However, I think that it's quite dangerous to keep flooding the Windows market. Eventually it is going crash and burn and users are going to look for another platform. Which is where developing for LINUX can be the next money making platform as well as rewarding.

I have two computers on my network, one with Windows 7 and the other has LINUX. When I test a project, I have found that the one running on LINUX perform much better in terms of speed, execution and the graphics run smoother. Of course I am using ENIGMA on both computers. I want to deliver this type of experience to the users of my game/software. that is not to say that all Windows games don't give you that, but I watched videos where this type of thing do happen a lot.

Lastly I want to just say, and this just my opinion by the way, game development is hard, very hard. It's like its within a box where there's a set of rules and directions that is for you to follow. let's take two games for example, Candy Crush and Bejeweled. Both have the same concept, match-3 or more objects, yet one is more successful. Now let's look at another example.... Flappy Bird. Compared to the two previous ones that had many lines of code, Flappy bird had less than 50 and the owner became a millionaire.

The point to this is the author didn't follow the norm with a big story plot, lot of levels and so forth, he achieved all of that with one level and that was it. WE need to think/do things out of box and not be too constrained within the norm.

Just my opinion.




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Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« Last post by faissaloo on September 20, 2017, 06:56:56 AM »
I may have discovered another bug.  For some reason, turning on a user-defined variable (by holding a button) messes with a character's movement.  The character either stops moving, or moves in weird ways.  I haven't been able to duplicate this in my experiment file (the "Jump" one), but I'll keep trying to figure out what's wrong.  In the meantime, if this helps, the character's movement uses variables as well; the hspeed and vspeed variables in the "Step" event.
Are you swapping any objects that depend on user input? You might need an io_clear() somewhere
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Off-Topic / Re: Developing Games
« Last post by Goombert on September 19, 2017, 02:26:12 PM »
For me, it's honestly Windows and HTML5. It makes sense why YoYoGames focused on those platforms first because it's where everybody is mostly at. That may someday change, but until then it's only practical. I love open source and Linux too, it's really great at a lot of things, but Windows has its clear advantages.

If there wasn't something like GameMaker, I would honestly probably just write HTML5 games manually without any toolkit. Heck they run everywhere and I am skilled enough to produce most of the games I would be interested in making, the desktop provides nothing special. JavaScript is also dynamically typed with many features similar, and better in some cases, to GML.
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