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1861
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 04:12:10 pm »
I'll have to take a look after bit dude, I just got done shoveling snow, but this is a weird issue.
Edit: this is even more weird, the variable "counter" is defined nowhere in ENIGMA's engine
Edit: this is even more weird, the variable "counter" is defined nowhere in ENIGMA's engine
1862
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 03:34:35 pm »
Try giving it a different name, counter might be used somewhere else in our engine and not namespaced properly, call it mycounter or something, see if that works.
1863
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 02:44:53 pm »
Ok, about time, at least we got the LGM/plugin bugs out of the way. So now we are trying to compile with ENIGMA correct?
Also, I am going to do something about that save dialog always screwing up the extensions on files, that's quite annoying, it should not be .project.gmx.egm, it should just be .egm
This looks like more issues with ENIGMA parsing Drag and Drop actions.
Here is the full compile log for anybody else taking a look.
http://pastie.org/8667165
Also, I am going to do something about that save dialog always screwing up the extensions on files, that's quite annoying, it should not be .project.gmx.egm, it should just be .egm
This looks like more issues with ENIGMA parsing Drag and Drop actions.
Here is the full compile log for anybody else taking a look.
http://pastie.org/8667165
1864
ALLCAPS BOARD / Re: You Faggot
« on: January 24, 2014, 09:14:00 pm »
I had nothing to do with the subforum, all a2h and Josh.
1865
ALLCAPS BOARD / Re: You Faggot
« on: January 24, 2014, 08:45:16 pm »
Wow, I'm so flattered mate, but I'm no where as big a faggy as DarkAce "bby boy" Michale.
1866
General ENIGMA / Re: LateralGM endorsed to Robert B Colton
« on: January 24, 2014, 05:38:28 pm »
Ok I decided to go it alone and came up with moving the keyword, variable, etc. classes into DefaultKeywords and making them abstract base classes which can be overridden.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/joshedit/lexers/DefaultKeywords.java
I then implemented the abstract method GetKeywords() to the DefaultTokenMarker which must be overridden by any child classes. This way CodeTextArea can obtain the keywords and not have them statically hardcoded for each language, it is now completely oblivious to what language is in use.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/joshedit/lexers/DefaultTokenMarker.java#L45
The GML TokenMarker implements it as follows.
The following commits were used to implement this bug fix. The first commit is where the actual coding occurred.
https://github.com/IsmAvatar/LateralGM/commit/34d41dedc6b8c1f36304a4fc55858234350375b9
The second was just cleanup.
https://github.com/IsmAvatar/LateralGM/commit/85c43ce94a91ea319c7b6c85d1ff7799a445afa7
This resolves the following bug report filed by myself.
https://github.com/IsmAvatar/LateralGM/issues/98
I would simply like you to review these changes and make sure that this was the correct way of resolving it IsmAvatar. There are also important comments in the shader editor source which should not be ignored, such as moving my code to check if the lexer actually changes into the JoshEdit base classes.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/subframes/ShaderFrame.java#L177
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/joshedit/lexers/DefaultKeywords.java
I then implemented the abstract method GetKeywords() to the DefaultTokenMarker which must be overridden by any child classes. This way CodeTextArea can obtain the keywords and not have them statically hardcoded for each language, it is now completely oblivious to what language is in use.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/joshedit/lexers/DefaultTokenMarker.java#L45
The GML TokenMarker implements it as follows.
Code: (java) [Select]
@Override
public Keyword[][] GetKeywords()
{
DefaultKeywords.Keyword[][] GML_KEYWORDS = { GMLKeywords.CONSTRUCTS,
GMLKeywords.FUNCTIONS,GMLKeywords.VARIABLES,GMLKeywords.OPERATORS,GMLKeywords.CONSTANTS };
return GML_KEYWORDS;
}
The following commits were used to implement this bug fix. The first commit is where the actual coding occurred.
https://github.com/IsmAvatar/LateralGM/commit/34d41dedc6b8c1f36304a4fc55858234350375b9
The second was just cleanup.
https://github.com/IsmAvatar/LateralGM/commit/85c43ce94a91ea319c7b6c85d1ff7799a445afa7
This resolves the following bug report filed by myself.
https://github.com/IsmAvatar/LateralGM/issues/98
I would simply like you to review these changes and make sure that this was the correct way of resolving it IsmAvatar. There are also important comments in the shader editor source which should not be ignored, such as moving my code to check if the lexer actually changes into the JoshEdit base classes.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/subframes/ShaderFrame.java#L177
1867
Programming Help / Re: Using d3d_set_projection_ortho for HUD in 2d game. Stacking images.
« on: January 24, 2014, 02:30:09 pm »
Somebody messed with views intygamer, I'll get the fixed version over from GL3 today for you. In the meantime, can you provide a small GMK or EGM that exhibits this depth bug?
1868
Issues Help Desk / Re: Bug / Error: Missing header file (GME.h)
« on: January 23, 2014, 09:47:52 pm »
That's really the only point of it I guess is that you can take those old sound formats from really old games and use them directly instead of converting them.
1869
Graphics and Video / Re: High Contrast?
« on: January 23, 2014, 09:30:39 pm »
I think that makes it look lower quality, I thought your earlier version was fine. By the way, I am sorry I moved this topic twice, but I wanted it in the right subforum, and this is the one for graphics discussion, not just for sharing graphics resources.
1870
Issues Help Desk / Re: Bug / Error: Missing header file (GME.h)
« on: January 23, 2014, 09:28:10 pm »
Ohhh I see what happened here, I didn't know GME was an actual API, I thought that was just the name of some extension cheeseboy or whoever added to the system.
http://code.google.com/p/game-music-emu/
Basically, we don't distribute it because it is not essential to the main engine of ENIGMA or in anyway part of the main GM API, so you'll need to obtain and compile the source code and place the headers in the appropriate compiler include folder. Or if you are on Linux just checkout, run make, then make install it.
http://code.google.com/p/game-music-emu/
Basically, we don't distribute it because it is not essential to the main engine of ENIGMA or in anyway part of the main GM API, so you'll need to obtain and compile the source code and place the headers in the appropriate compiler include folder. Or if you are on Linux just checkout, run make, then make install it.
1871
Issues Help Desk / Re: Bug / Error: Missing header file (GME.h)
« on: January 23, 2014, 08:35:37 pm »
GME is Game Music Emulator, it is an extension which you enable under Build->Settings and selecting the "Extensions" tab.
1872
General ENIGMA / Re: Timeline Reader/Writer, lgmplugin
« on: January 23, 2014, 04:35:11 pm »
Yes the issue there is they need a way of being written by the compiler and compiled, the moments I believe have to link with objects like scripts, I don't know much about it, but yes at the current moment we don't support timelines at all. Josh needs to figure all that out, I think it's better to just wait for his new compiler really, timelines aren't a pressing issue really.
1873
General ENIGMA / Re: Timeline Reader/Writer, lgmplugin
« on: January 23, 2014, 01:54:23 pm »
https://github.com/enigma-dev/lgmplugin/issues/3
I would have done it by now too, but the format for timelines was never agreed upon. Objects are already binary, and I didn't want to write timelines the same way, because I don't even think objects should be. Since EGM is a ZIP compressed format anyway, there is no sense in having objects or timelines compressed in a manner that is hard to easily edit them in a text file editor.
I would have done it by now too, but the format for timelines was never agreed upon. Objects are already binary, and I didn't want to write timelines the same way, because I don't even think objects should be. Since EGM is a ZIP compressed format anyway, there is no sense in having objects or timelines compressed in a manner that is hard to easily edit them in a text file editor.
1874
Off-Topic / Re: I guess I was misunderstood and things taken out of context !
« on: January 22, 2014, 11:15:44 pm »
Nah, maybe Jimmy Dean is right, I am going to try being a little more optimistic about things mates. YoYoGames is working very hard to try and bring GM up to speed with modern game design, whether or not they succeed is up to them. But let's try to not be so hard on the blokes, and reserve our criticism for only times when their software maliciously attacks the users, such as the DRM incident, aside from that, let's just wish them the best of luck.
http://enigma-dev.org/forums/index.php?topic=1721.0
Quote
YYG, but not aware they were banning people.This was after one incident mate, those blokes got rightey upset when I fired off in a topic over their April Fools joke along with other users, I was banned from me favorite site and me awesome games and posts to help me fellow blokes were all removed. In fact, I was just discussin with me blokes on this forum the other day and linked a topic where I'm still quote'd.
http://enigma-dev.org/forums/index.php?topic=1721.0
Quote
How utterly disgusting.That said, even though we may disagree, your' alright 'ere mate with your critcisems' just don try to muck up me forum.
Quote
I see some suggestions posted by people who want them to bring back ability for windows devs to use video playback !I've partly added support for this mate! DirectShow is an extension which offers the basic video playback DND action, but I can expand it in the future, to render the video directly to a Direct3D surface, like Unity3D!
Quote
Some of us don't fucking want ANYTHING to do with mobile apps !!!Right on mate! I am a PC Gamer too, and most of the mobile' game development is sheerly about profits and not quality and replayability, ignore the hype mate, it's not the future of gaming.
Quote
This is where ENIGMA can shine......Don't cut windows users off and don't sacrifice windows users for mobile exports...Don't worry mate, your' alright your' alright.
1875
Programming Help / Re: Using d3d_set_projection_ortho for HUD in 2d game. Stacking images.
« on: January 22, 2014, 07:40:32 pm »
This issue should not exist in the latest commits, intygamer, I can help you revert to a prior commit if anything that bad happens. But the latest version of the Portable ZIP is the first update since last month, because I was letting tons of bug fixes go in. So you could definitely try, it should be pretty stable.
The GUI event is processed after every objects draw event, and automatically sets the project. The size of the GUI layer by default is the size of the window, you can change it via display_set_gui_size
http://enigma-dev.org/docs/Wiki/Display_set_gui_size
The GUI event is processed after every objects draw event, and automatically sets the project. The size of the GUI layer by default is the size of the window, you can change it via display_set_gui_size
http://enigma-dev.org/docs/Wiki/Display_set_gui_size
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