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136
Proposals / Re: Script Editor Features
« on: February 25, 2011, 12:18:52 pm »Ah, ok. We'll consider customindentationfolding. Usually this would be simply achieved by surrounding the code with curly brackets.
Code: [Select]
{
int x;
int main(int argc, char** argv)
{
return 0;
}
}
Doesn't work.Better idea:
Code: [Select]
#if 1
int x;
int main(int argc, char** argv)
{
return 0;
}
#endif
137
Proposals / Re: Script Editor Features
« on: February 20, 2011, 02:26:04 pm »Already an option. Preferences property "externalScriptEditorCommand" in LateralGM. By default, it's set to NULL indicating 'use internal'. Can be overridden by Java preferences (I posted a tutorial on how to do that manually somewhere. Not sure where now, though.)So, erm, is there a way to actually make a menu to change this? :V
138
Proposals / Re: Avatar Size
« on: February 20, 2011, 11:27:56 am »
I mean, I understand if uploaded avatars are 64x64, but this is ridiculous.
139
Proposals / Re: Script Editor Features
« on: February 20, 2011, 10:56:13 am »
At this point, can we just have an external code editor option? Geany has all of these and it would be nice to have them before they're actually implemented.
140
Proposals / Avatar Size
« on: February 19, 2011, 01:08:48 pm »
I see no reason why it shouldn't be at least 96x96, or maybe even 128x128. For external avatars, at least. The tables can handle it. :V
141
Function Peer Review / Re: [GML] Word-breaking, multi-line RPG chat script
« on: February 12, 2011, 11:11:36 am »
Eh, probably.
142
Function Peer Review / Re: [GML] Word-breaking, multi-line RPG chat script
« on: February 12, 2011, 09:47:56 am »
It really is unhealthily inefficient.
If a message isn't going to change, why does the computer have to break it up? Why can't the programmer do this?
If a message isn't going to change, why does the computer have to break it up? Why can't the programmer do this?
143
Proposals / Re: ENIGMA Game Format
« on: February 02, 2011, 07:17:40 pm »
Just butting in randomly, but I think that we should do something similar to what .DEB does and include a file named "enigma" in the ZIP that contains a certain sequence of bytes, which will always be the first file in the archive. This will make it easy to identify. I don't know what ZIP does to store things, but assuming that ZIP always compresses in the same way when the same sequence of files is given, it should work nicely.
144
Announcements / Re: Happenings
« on: February 01, 2011, 01:30:27 pm »
MrGriggs: There's always this: http://dl.dropbox.com/u/6125077/enigma/needed.txt
145
General ENIGMA / Re: Windows/Linux Releases
« on: January 31, 2011, 03:34:41 pm »
It's my dropbox. And it's down right now because my script was broken and I was too lazy to fix it at the time.
146
General ENIGMA / Re: Windows/Linux Releases
« on: January 30, 2011, 11:33:20 am »
Updated this topic to include a Windows release. Also, I'm building everything right now, so, don't expect a download immediately.
147
Announcements / Re: Happenings
« on: January 30, 2011, 10:53:13 am »
I think that it's a bad idea to copy so much code for something that's a simple rewrite. I think that maybe, we should have some kind of dependency system - for example, GLES requires GL. Both GL and GLES are built, but GL has a few headers that are only built if you choose GL explicitly. This will cut down on code size.
148
Proposals / Re: ENIGMA Game Format
« on: January 29, 2011, 12:51:33 pm »
I prefer YAML because it has the least amount of wasted space.
XML:
<category><subcategory><list><of><stuff><x>0</x><y>0</y></stuff></of></list></subcategory></category>
YAML:
x: 0
y: 0
Not really like that but you get the idea.
XML:
<category><subcategory><list><of><stuff><x>0</x><y>0</y></stuff></of></list></subcategory></category>
YAML:
x: 0
y: 0
Not really like that but you get the idea.
149
Proposals / Re: do-until
« on: January 28, 2011, 02:53:54 pm »
Never mind me, just lock this. :V
150
Proposals / Re: Static object variables
« on: January 28, 2011, 10:26:25 am »
Well, I suppose that it will be fine. I still find it weird to have one operator for everything, but as it stands, I think that it will be fine.