ENIGMA Development Environment
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Messages - Josh @ Dreamland

Announcements / Upcoming Release
« on: April 02, 2008, 08:55:44 PM »
Yes, there was a release planned for yesterday, actually. But due to some difficulties, it's been delayed slightly. I'm still and always hoping for "tomorrow."

The current problem is simply some nulls that pop up in the output files before compile. The team is trying to find the cause and iron it out. (Dev's debugger is not a prize winner.)

Either way, from what I can tell the rest is working or easily fixable.


Rusky Edit:
Got my dad's help, we found some weird problems, we're trying to pinpoint their causes. Maybe done sometime tomorrow (as always XD) but AFAIK Josh won't be able to do much.

Rules up. Read to avoid being b&.

Announcements / Update
« on: March 15, 2008, 08:51:50 PM »
I really don't feel like editing any of the pages right now, so I'll just make a newspost.

Anyway, objects are fully functional now. Here's a demonstration.

Please note: Some serious optimization is to be done on the newly completed object code. I have no intention of being within 30 fps of GM when this is done.

Game Maker


And to answer a recent yet recurring question, ENIGMA's point is to allow backwards compatibility with Game Maker, while extending its possibilities into a lower level language. (C++)

Announcements / More progress
« on: March 08, 2008, 01:27:34 PM »
Objects and their instances are working, as a basic system. The last thing I have to do before release one is make sure the parser can arrange a bunch of resources into the ENIGMA compile shell's sources, and we're set.

That is not so easy, however. It entails keeping track of which variables are declared as what type, or remain undeclared.

Also, I've been contacted recently by a team working on their own SDK of some sort. They seemed to have an interest in the project, but our goals are different.

My first priority is to get a release out that will compile your games and save them from Game Maker's decompiler problem. As well as speed them up great deals.

The var class is 5x faster than GM. If you declare a type as double, it'll be fifty to one hundred times faster than my var, or about 250x as fast as Game Maker. You have C to thank for that.

ENIGMA also takes C++. This is the only current ticket away from GML. Type naming can still be done in GML, and var can still be used in C++. This will allow users to mix the languages in a way that suits them.

I'll see about decreasing the levels of some functions.


Announcements / Updates
« on: February 15, 2008, 06:42:03 AM »
I just added a progress page. Now you can watch us struggle to fill the list. We're getting closer to a release each day.

If you've just heard about ENIGMA, feel free to have a look at the information page. It'll fill you in on the details, and out plans for the project.