I wasn't here yet, see the following topic:
http://enigma-dev.org/forums/index.php?topic=1031
Awkward typo in my original post, what was written "what the fuck did you lot do all those years?" I meant to say "what did THEY do"..... I was referring to YYG and not ENIGMA......I know that ENIGMA has had so many improvements, probably at a faster pace. I meant that YYG had so much times to change things - will go edit the typo
Uhm, first of all relax because it's not that complicated to port it. We just haven't decided on how to overload variant for pointers, it can be done with simple hacks but we haven't even discussed how to do it the proper way.
lol - I only said it's a shame that his video engine cannot work here, it has big potential for making very cool effects in games, making MYST type, and other similar interactive games.
would the hacks affect or possible break something else ? Couldn't this be made into an extension - but anyhow lonewolf is probably still busy working on his own engine mind you I trust him to some extent but I would hate to think he was fooling us all along, I mean government agents / CIA agent, I mean can't take their word really but somehow I think maybe he had something going.
Drag and drop actions are fully documented, every single one.
http://enigma-dev.org/docs/Wiki/Action
I would hate to think people still use this......I mean I found out on my own how much better it is to code, some people think D&D is easier, but it can become a mess for more complex games.......learning basic functions and how they work with one another is optimal. The D&D aspect of GM should seriously need a rehaul I really hope that in GMS2 they will get rid of this bloody interface and make something decent - or maybe it is all just more hot BS they feed us and we'll see the same interface.....Who knows.
besides contributing a substantial amount, GM itself did not start out completed it started as a simple animation program which was improved over subsequent years, from 1999 to about 2008/9 when GM8.1 was released, approximately a decade to reach the point of what GM is today, YYG's is of course the de-evolution of that decade.
Was called ANIMO originally right ?
Yeah has gone a long way indeed.
you simply can not expect miracles. It takes time, SKILL, and dedication to pull this off, but the goal is never only money as has been
Nobody expects miracles, despite all the goodies and improvements in LGM that you or anybody contributed, working inside LGM still can be a pain due to the still the instability issues with the plugin. Anybody who has worked long enough in LGM, with big projects, saving many times, etc will have seen the errors, random crashes, closing, etc, even with the setup.ini hacks.
So this is STILL and will always be an issue with stability regardless of how many functions you add... of course someone would need enough time and skill to completely port LGM to C++ and finish it. nobody expects miracles, even less from an open source, but people who are already using a closed source program they consider complete and stable (sigh - GM) will have a hard time with ENIGMA. People who like to think outside the box and work around things, will like working ENIGMA.
As much as there are some stability issues and cons to using ENIGMA there are many advantages, but to most of the GMC who have their cock tied around GameMaker since its roots, well that will be harder (no pun intended) to convince.....
helped me learn anything, I never figured out how to make games with D&D in GM they were just broken messes, like all D&D games, it's a failed concept.
I used D&D only for a while just to mess around and experiment - but I already had a background in logic and programming, so I find it quite annoying to work in D&D and messy....It became easy for me to learn GML - just learn how GML functions work and apply what you know about logic, and convert a problem into logic and GML - and the good about GML is that you can make your own functions to replace complex lines of GML code for complex operations. Though some people can swear by D&D, there is a developer on the GMC who only uses D&D and only used D&D even for his complex games, he was featured and talked about by YYG. I get a headache just by looking at some of the D&D stuff. Mind you for someone with an existing background and typing speed D&D is annoying, but otherwise for people who never programmed in their life or never touched code, not familiar with logic or anything or type slow, I guess D&D is the way to go, until they decide to want to learn.
I'm fairly comfortable with most GML though since I have not had time to use it extensively I have lots to learn to be an advanced level, but I can do platform and most projects with GML. I would never however use D&D in ANY of my project and would rather read documentation and learn what I want to get done, that's what I did from the start.
I also specifically hate the event system and think the objects should just be scripts.
Sure, for many of us but for beginners or people new to this the events was an easier way to separate objects into groups, keyboard, collision, other events, etc. Sure ideally the object should be a script and you do everything inside it, if you are well organized and tidy and properly document and structure your code.
But from what I know you can already do that right ? You don't have to use events in objects, I don't know if this is fully supported in ENIGMA, but you can just have everything in step (collision, keyboard, events, drawing, etc.) right ?