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1
Announcements / Re: Why does it look like nothing's happening?
« on: March 11, 2012, 09:42:42 am »
I agree with some of the comments in this forum. While GM's LLVM 'compiler' may be light years away, the truth is that they've got their multiplatform C++ runner out now, while ENIGMA has nothing. By the time YoYo has LLVM, if you guys don't at least have something, ENIGMA will have nothing.
The truth is that until we can make ENIGMA usable to make & distribute games, we can't expect more people to join the project, as there's no 'excitement factor' (and all the times I've even tried to use ENIGMA on my Mac something goes wrong anyways).
Another truth is that ENIGMA has the power to simply destroy YoYo's business model, once all the C++ extensibility you're talking about is ready. You'd probably get a good amount of downloads from the Cocos2D community and similar open source engines, as well as prolly half of the GM community would migrate to ENIGMA. Professionals looking for a new development tool? They'd ideally choose something FOSS: right now that option is Cocos2D. As a programmer working professionally in game development, I use Cocos2D as my game engine, partly because GM:Studio isn't finished, and because I know Cocos2D-iPhone (and its sibling Cocos2D-X) is free and extremely powerful. ENIGMA could be the 'alternative' to Cocos: FOSS but easier to use.
So I think we should have *something* out to increase interest in the project, and then move on to new features. Recreate GM61 and then move on from there.
My 2 cents.
The truth is that until we can make ENIGMA usable to make & distribute games, we can't expect more people to join the project, as there's no 'excitement factor' (and all the times I've even tried to use ENIGMA on my Mac something goes wrong anyways).
Another truth is that ENIGMA has the power to simply destroy YoYo's business model, once all the C++ extensibility you're talking about is ready. You'd probably get a good amount of downloads from the Cocos2D community and similar open source engines, as well as prolly half of the GM community would migrate to ENIGMA. Professionals looking for a new development tool? They'd ideally choose something FOSS: right now that option is Cocos2D. As a programmer working professionally in game development, I use Cocos2D as my game engine, partly because GM:Studio isn't finished, and because I know Cocos2D-iPhone (and its sibling Cocos2D-X) is free and extremely powerful. ENIGMA could be the 'alternative' to Cocos: FOSS but easier to use.
So I think we should have *something* out to increase interest in the project, and then move on to new features. Recreate GM61 and then move on from there.
My 2 cents.
2
General ENIGMA / Re: ENIGMA IS A MAZE
« on: February 23, 2012, 03:31:12 am »
The return key makes for an excellent way to make your post more readable.
3
Off-Topic / Re: GameDev Studio
« on: February 23, 2012, 03:18:28 am »Quote
Mac(?-does anybody actually develop on a Mac)I develop on a Mac. In fact, I've been working on an IDE written in Cocoa myself, a bit like a sister project to LGM (Java on OS X *sucks*).
Once you get the UNIX ports working (Mac and Linux), I'm going to take your engine for a stroll. This is exactly what I've been looking for in game development terms (Game Maker inspired development, but with proper OO code instead of GML).
EDIT: Tested on my Windows box. Not sure if it's my 64-bit Windows 7 or what, but it's buggy to the point of unusability. It can't find the G++ options thing, and it can't open the examples, complaining that there's missing files.
4
Announcements / Re: Main Progress [Stalled because we can't Git]
« on: February 23, 2012, 03:10:01 am »
Not sure why you guys insist on using Git. The company I work for makes me use git for source control, I hate it with a passion. To me, SVN simply works better (much less bull to deal with).
5
General ENIGMA / Re: Makefile is fucked
« on: November 10, 2011, 09:09:24 pm »
OS X's make doesn't use uname, then, because I happily call make all the time. The makefile itself runs fine, calling make at the ENIGMA root folder builds the tool, no worries.
What's the problem with simply calling make from LGM instead of calling uname?
What's the problem with simply calling make from LGM instead of calling uname?
Code: [Select]
Last login: Thu Nov 10 16:52:08 on ttys000
Uriel-Griffins-MacBook:~ ugriffin$ uname
Darwin
Uriel-Griffins-MacBook:~ ugriffin$
Code: [Select]
/opt/local/bin:/opt/local/sbin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/opt/PalmPDK/
bin:/opt/PalmSDK/Current/bin:/usr/X11/bin:/Users/ugriffin/Downloads/android-sdk-mac_86/tools
Uriel-Griffins-MacBook:~ ugriffin$
6
Issues Help Desk / Re: Fails to compile.
« on: November 10, 2011, 06:04:22 pm »
Derp.
Code: [Select]
+ -Wall -s -O3 -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/BBox/Info -IWidget_Systems/None/Info -IUniversal_System/Info -MMD -MP -c -o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/DataStructures/data_structures.o Universal_System/Extensions/DataStructures/data_structures.cpp
g++ -o /Users/ugriffin/Documents/Apple .eobjs/MacOSX/MacOSX/Run/SHELLmain.o .eobjs/MacOSX/MacOSX/Run/libEGMstd.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSbackground.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSblend.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GScolors.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GScurves.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSd3d.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSenable.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSfont.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSmiscextra.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSprmtvs.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSscreen.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSsprite.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSstdraw.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSsurface.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GStextures.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/OPENGLStd.o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/glew.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/as_basic.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/wrap_oal.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/alure/alure.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/alure/buffer.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/alure/istream.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/alure/stream.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/alure/streamdec.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL/alure/streamplay.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/atexit.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/duhlen.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/duhtag.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/dumbfile.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/loadduh.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/makeduh.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/rawsig.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/readduh.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/register.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/rendduh.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/rendsig.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/core/unload.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/helpers/clickrem.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/helpers/memfile.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/helpers/resample.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/helpers/sampbuf.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/helpers/silence.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/helpers/stdfile.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itload.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itload2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itmisc.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itorder.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itread.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itread2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itrender.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/itunload.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/loadmod.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/loadmod2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/loads3m.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/loads3m2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/loadxm.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/loadxm2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/readmod.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/readmod2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/reads3m.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/reads3m2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/readxm.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/readxm2.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/dumb/src/it/xmeffect.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/ogg/bitwise.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/ogg/framing.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/analysis.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/bitrate.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/block.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/codebook.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/envelope.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/floor0.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/floor1.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/info.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/lookup.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/lpc.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/lsp.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/mapping0.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/mdct.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/psy.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/registry.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/res0.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/sharedbook.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/smallft.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/synthesis.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/vorbisfile.o .eobjs/MacOSX/MacOSX/Run/Audio_Systems/Codecs/vorbis/lib/window.o .eobjs/MacOSX/MacOSX/Run/Collision_Systems/BBox/coll_funcs.o .eobjs/MacOSX/MacOSX/Run/Collision_Systems/BBox/coll_impl.o .eobjs/MacOSX/MacOSX/Run/Collision_Systems/BBox/coll_util.o .eobjs/MacOSX/MacOSX/Run/Collision_Systems/BBox/placeholderlinks.o .eobjs/MacOSX/MacOSX/Run/Widget_Systems/None/nowidget_impl.o .eobjs/MacOSX/MacOSX/Run/Universal_System/CallbackArrays.o .eobjs/MacOSX/MacOSX/Run/Universal_System/ENIGMA_GLOBALS.o .eobjs/MacOSX/MacOSX/Run/Universal_System/IMGloading.o .eobjs/MacOSX/MacOSX/Run/Universal_System/WITHconstruct.o .eobjs/MacOSX/MacOSX/Run/Universal_System/actions.o .eobjs/MacOSX/MacOSX/Run/Universal_System/backgroundinit.o .eobjs/MacOSX/MacOSX/Run/Universal_System/backgroundstruct.o .eobjs/MacOSX/MacOSX/Run/Universal_System/collisions_object.o .eobjs/MacOSX/MacOSX/Run/Universal_System/darray.o .eobjs/MacOSX/MacOSX/Run/Universal_System/depth_draw.o .eobjs/MacOSX/MacOSX/Run/Universal_System/dynamic_args.o .eobjs/MacOSX/MacOSX/Run/Universal_System/estring.o .eobjs/MacOSX/MacOSX/Run/Universal_System/event_system.o .eobjs/MacOSX/MacOSX/Run/Universal_System/events.o .eobjs/MacOSX/MacOSX/Run/Universal_System/fileio.o .eobjs/MacOSX/MacOSX/Run/Universal_System/fontinit.o .eobjs/MacOSX/MacOSX/Run/Universal_System/fontstruct.o .eobjs/MacOSX/MacOSX/Run/Universal_System/globalupdate.o .eobjs/MacOSX/MacOSX/Run/Universal_System/graphics_object.o .eobjs/MacOSX/MacOSX/Run/Universal_System/highscore_functions.o .eobjs/MacOSX/MacOSX/Run/Universal_System/instance.o .eobjs/MacOSX/MacOSX/Run/Universal_System/instance_system.o .eobjs/MacOSX/MacOSX/Run/Universal_System/loading.o .eobjs/MacOSX/MacOSX/Run/Universal_System/mathnc.o .eobjs/MacOSX/MacOSX/Run/Universal_System/motion_planning.o .eobjs/MacOSX/MacOSX/Run/Universal_System/motion_planning_struct.o .eobjs/MacOSX/MacOSX/Run/Universal_System/move_functions.o .eobjs/MacOSX/MacOSX/Run/Universal_System/mp_movement.o .eobjs/MacOSX/MacOSX/Run/Universal_System/multifunction_variant.o .eobjs/MacOSX/MacOSX/Run/Universal_System/object.o .eobjs/MacOSX/MacOSX/Run/Universal_System/path_functions.o .eobjs/MacOSX/MacOSX/Run/Universal_System/pathinit.o .eobjs/MacOSX/MacOSX/Run/Universal_System/pathstruct.o .eobjs/MacOSX/MacOSX/Run/Universal_System/planar_object.o .eobjs/MacOSX/MacOSX/Run/Universal_System/rectpack.o .eobjs/MacOSX/MacOSX/Run/Universal_System/reflexive_types.o .eobjs/MacOSX/MacOSX/Run/Universal_System/resource_data.o .eobjs/MacOSX/MacOSX/Run/Universal_System/roomsystem.o .eobjs/MacOSX/MacOSX/Run/Universal_System/simplecollisions.o .eobjs/MacOSX/MacOSX/Run/Universal_System/soundinit.o .eobjs/MacOSX/MacOSX/Run/Universal_System/spriteinit.o .eobjs/MacOSX/MacOSX/Run/Universal_System/spritestruct.o .eobjs/MacOSX/MacOSX/Run/Universal_System/terminal_io.o .eobjs/MacOSX/MacOSX/Run/Universal_System/transform_object.o .eobjs/MacOSX/MacOSX/Run/Universal_System/var4.o .eobjs/MacOSX/MacOSX/Run/Universal_System/var4_lua.o .eobjs/MacOSX/MacOSX/Run/Universal_System/zlib.o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/Alarms/alarmcode.o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/Timelines/timelines.o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/Paths/paths.o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/MotionPlanning/mp.o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/DateTime/date_time.o .eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/DataStructures/data_structures.o -lz -framework Cocoa -framework OpenGL -framework OpenAL -lz
Undefined symbols for architecture x86_64:
"_main", referenced from:
start in crt1.10.6.o
(maybe you meant: enigma::unlink_main(enigma::winstance_list_iterator*), enigma::unlink_main(std::_Rb_tree_iterator<std::pair<int const, enigma::inst_iter*> >))
"screen_refresh()", referenced from:
enigma::ENIGMA_events() in SHELLmain.o
highscore_show(int) in highscore_functions.o
"enigma::sleep_for_framerate(int)", referenced from:
enigma::ENIGMA_events() in SHELLmain.o
"window_get_width()", referenced from:
screen_save(std::basic_string<char, std::char_traits<char>, std::allocator<char> >)in GSmiscextra.o
screen_redraw() in GSscreen.o
"window_get_height()", referenced from:
screen_save(std::basic_string<char, std::char_traits<char>, std::allocator<char> >)in GSmiscextra.o
screen_redraw() in GSscreen.o
"window_mouse_get_x()", referenced from:
enigma::update_globals() in globalupdate.o
"window_mouse_get_y()", referenced from:
enigma::update_globals() in globalupdate.o
"io_handle()", referenced from:
highscore_show(int) in highscore_functions.o
"enigma::input_initialize()", referenced from:
enigma::initialize_everything() in loading.o
"enigma::windowsystem_write_exename(char*)", referenced from:
enigma::initialize_everything() in loading.o
"window_set_caption(std::basic_string<char, std::char_traits<char>, std::allocator<char> >)", referenced from:
enigma::room_update() in roomsystem.o
"window_set_size(unsigned int, unsigned int)", referenced from:
enigma::roomstruct::gotome() in roomsystem.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make[1]: *** [/Users/ugriffin/Documents/Apple] Error 1
make: *** [Game] Error 2
7
General ENIGMA / Re: Makefile is fucked
« on: November 10, 2011, 05:47:53 pm »
It's in Ism's chat log, she's the one that spotted the bug from my Console log. I have as much experience with Java as Josh has love for YoYo Games.
EDIT: Go nuts, kids.
EDIT: Go nuts, kids.
Code: [Select]
11-11-10 4:55:22 PM [0x0-0x643643].com.apple.JarLauncher[13489] Loading lib files in /Users/ugriffin/Documents/Apple Dev/enigma-dev (trunk)/lgm16b4.jar
11-11-10 4:55:24 PM [0x0-0x643643].com.apple.JarLauncher[13489] 01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
11-11-10 4:55:24 PM [0x0-0x643643].com.apple.JarLauncher[13489] 05_score.lgl 06_extra.lgl 07_draw.lgl
11-11-10 4:55:30 PM [0x0-0x643643].com.apple.JarLauncher[13489] Auto-update disabled: SvnKit missing, corrupted, or unusable. Please download to plugins/shared/svnkit.jar in order to enable auto-update.
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] Calling `make eTCpath=""`
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > make -j -C CompilerSource
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > make[1]: uname: Command not found
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > /bin/sh: find: command not found
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > g++ -static-libstdc++ -static-libgcc -shared -o ../compileEGMf.dll
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > make[1]: g++: No such file or directory
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > make[1]: *** [../compileEGMf.dll] Error 1
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] > make: *** [ENIGMA] Error 2
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] 2
11-11-10 4:55:31 PM [0x0-0x643643].com.apple.JarLauncher[13489] Process terminated
8
General ENIGMA / Re: Makefile is fucked
« on: November 09, 2011, 03:59:43 am »
I remember we even discussed methods to fix the thing. It's not an easy bug, I think.
I'll track it down later, TBH I can't remember it either.
I'll track it down later, TBH I can't remember it either.
9
Issues Help Desk / Re: Fails to compile.
« on: November 08, 2011, 12:14:15 am »
Downloaded the latest revision and compiled it, the error still exists. I've got revision 940.
10
General ENIGMA / Re: Makefile is fucked
« on: November 08, 2011, 12:02:53 am »
We discussed it over IRC, remember?
11
Issues Help Desk / Fails to compile.
« on: November 07, 2011, 11:54:07 pm »
The example you guys provided to show off ENIGMA fails to compile on the Macintosh.
Shortened Log:
Shortened Log:
Code: [Select]
IWidget_Systems/None/Info -IUniversal_System/Info -MMD -MP -c -o .eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSsurface.o Graphics_Systems/OpenGL/GSsurface.cpp
Graphics_Systems/OpenGL/GSsurface.cpp: In function 'int surface_create(int, int)':
Graphics_Systems/OpenGL/GSsurface.cpp:65: error: 'GLEW_EXT_framebuffer_object' was not declared in this scope
make[1]: *** [.eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL/GSsurface.o] Error 1
make: *** [Game] Error 2
12
General ENIGMA / What's the status of this project?
« on: November 07, 2011, 11:31:13 pm »
Yeah, I know some of you will hate me for posting this, but I really want to find out how far you guys are on this.
I know that:
• Your current parser is fucked for whatever reason, so you need to rewrite it
• You support a decent amount of GML
• You have iOS and Android ports that I have no idea how to take advantage of.
What I don't know:
• What does enigma NOT support (in GML and GM functions, etc?)
• How to take advantage of the iOS and Android ports.
• How to write and hopefully include ENIGMA extensions with ENIGMA. 39dll/39dylib are multiplatform and licensed with the GNU-GPL, and they provide multiplayer.
What I think you guys should do:
• Provide compiled executables. This whole jar-build mess makes stuff harder and less user-friendly. I know that not providing compiled shit makes the updates come faster but tbh I'd rather have the updates take more time and save CPU cycles than waste time on my machine while it's stuck and frozen building god knows what.
I know right now the project is pretty Alpha at the moment, but it's still fun to mess around with ENIGMA from time to time to see what has changed.
Thanks.
I know that:
• Your current parser is fucked for whatever reason, so you need to rewrite it
• You support a decent amount of GML
• You have iOS and Android ports that I have no idea how to take advantage of.
What I don't know:
• What does enigma NOT support (in GML and GM functions, etc?)
• How to take advantage of the iOS and Android ports.
• How to write and hopefully include ENIGMA extensions with ENIGMA. 39dll/39dylib are multiplatform and licensed with the GNU-GPL, and they provide multiplayer.
What I think you guys should do:
• Provide compiled executables. This whole jar-build mess makes stuff harder and less user-friendly. I know that not providing compiled shit makes the updates come faster but tbh I'd rather have the updates take more time and save CPU cycles than waste time on my machine while it's stuck and frozen building god knows what.
I know right now the project is pretty Alpha at the moment, but it's still fun to mess around with ENIGMA from time to time to see what has changed.
Thanks.
13
General ENIGMA / Re: Makefile is fucked
« on: November 07, 2011, 02:39:39 pm »
Ism already knows about the problem, I mentioned it to her a few months ago and she tracked down whatever problem Apple's JVM had.
As for the Cocoa 'Maker', as mentioned, it's a side project of mine. Once I finish it you guys can have the source and mod it to your heart's content.
As for the Cocoa 'Maker', as mentioned, it's a side project of mine. Once I finish it you guys can have the source and mod it to your heart's content.
14
General ENIGMA / Re: Makefile is fucked
« on: November 06, 2011, 07:39:13 pm »
I'd have to run LGM under the terminal. However, it's a bit pointless, since typing 'make' is simpler than running LGM... it's just a cd then make.
The real way to solve this is to write a new LGM in Cocoa. Something for the Mac. I'm already onto it, albeit as a little side project to improve my Obj-C skills.
YoYo Games made this stupidly easy to do... the GMX format is just xml files, so a Cocoa 'Maker' can easily be done.
The real way to solve this is to write a new LGM in Cocoa. Something for the Mac. I'm already onto it, albeit as a little side project to improve my Obj-C skills.
YoYo Games made this stupidly easy to do... the GMX format is just xml files, so a Cocoa 'Maker' can easily be done.
15
Announcements / Re: We can't decide
« on: November 06, 2011, 07:29:18 pm »
YoYo Games is using LLVM. Russell Kay tweeted that some time ago.
Just a heads up, really.
Just a heads up, really.