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1486
Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 03:42:51 am »
I do not know the answer to that egofree, I'm sorry, try globalvar instead of global var, no space. Josh can answer these questions, I've sent him a PM to explain it.
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Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 03:16:22 am »
var and globalvar are being removed from Studio anyway, all variables used will be declared, that doesn't mean initialized though.
http://gmc.yoyogames.com/index.php?showtopic=606791
http://gmc.yoyogames.com/index.php?showtopic=606791
1488
Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 01:55:11 am »
Oh wow, now that I am not sure, you'd have to ask Josh. It would probably be global int not vice versa.
1489
Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 01:39:23 am »
Ok, but I'm still pretty sure 4.5 integer would not make sense in any BASIC compiler that I know of, I think you're just remembering wrong.
But yeah, I also tested exactly what you had without me adding a colon, and it still worked fine and showed me the number 4.
But yeah, I also tested exactly what you had without me adding a colon, and it still worked fine and showed me the number 4.
Code: (EDL) [Select]
int a
a=4.50
show_message(string(a));
1490
Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 01:17:39 am »
Actually no, that call would show you 4, because int is not floating point, you want a float for fractional numbers, integers for whole numbers.
In fact, I just put the following in the create event of an object and it built fine, it was most likely erroring because you were implicitly casting a floating point to integer causing loss of precision.
In fact, I just ran your code, and it built fine and showed me the number 4.
This shows me 4.5, so you're doing something wrong.
At any rate, it's a good thing for you to learn using these real data types and use them instead of var, because in GM or ENIGMA, it really is horrible, you have no idea how much is going on behind the scenes.
In fact, I just put the following in the create event of an object and it built fine, it was most likely erroring because you were implicitly casting a floating point to integer causing loss of precision.
Code: (EDL) [Select]
int ass = 5;
Works fine in ENIGMA.In fact, I just ran your code, and it built fine and showed me the number 4.
Code: (EDL) [Select]
int a=4.50;
show_message(string(a));
This shows me 4.5, so you're doing something wrong.
Code: (EDL) [Select]
float a=4.50;
show_message(string(a));
At any rate, it's a good thing for you to learn using these real data types and use them instead of var, because in GM or ENIGMA, it really is horrible, you have no idea how much is going on behind the scenes.
1491
Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 01:00:52 am »
Yeah, lol, you don't do int var, you just do int, var means variant meaning it overloads all the other types, a var is technically an int, so what you wrote was int int, which is gibberish.
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Off-Topic / Re: AGameAWeek.com
« on: April 28, 2014, 09:29:26 pm »
Sure, of course, I just like game development in general.
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Off-Topic / Re: AGameAWeek.com
« on: April 28, 2014, 09:11:31 pm »
Yes if you guys only posted about ENIGMA or GM I myself would probably find it pretty boring, Josh may differ, but I personally like discussion about all game development in general here.
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Proposals / Re: Script starting values
« on: April 28, 2014, 03:58:47 pm »
You shouldn't at all be afraid, Java is one of the easiest programming languages to learn, and one of the most powerful, it is a great solution for making software that works on different operating systems. You can also feel free to ask us questions in the subforum "Programming Help" and we will surely answer your questions.
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Issues Help Desk / Re: A few things (mostly variables)
« on: April 28, 2014, 03:10:53 pm »
Pretty sure arrays don't work currently, and also not sure why you want to duplicate an array of all the keyboard input, especially when you can just modify the one in Platforms, all you're doing is unnecessarily duplicating the data which already exists. Also, it would be helpful if you would upload the project that encountered the issue, just waiting until after you've gone and fixed everything, does not help me, I have no way of even remotely figuring out what went wrong, why do you people always do this? As soon as something goes wrong, immediately stop, close LGM, back up your project, and report it to me immediately.
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Issues Help Desk / Re: Some issues from a new member
« on: April 28, 2014, 03:08:18 pm »
I'll have to look into it when I have time.
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Proposals / Re: Script starting values
« on: April 28, 2014, 03:07:36 pm »
Well on the bright side, LateralGM is open source, you can easily change anything in it if you are experienced with Java.
https://github.com/IsmAvatar/LateralGM
https://github.com/IsmAvatar/LateralGM
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Issues Help Desk / Re: IDE tranparency flag issue
« on: April 28, 2014, 03:05:45 pm »
Well for one, when you save a GMX, which is 1200, make sure you create it it's own folder, that format requires you to create a folder to save in, or else you'll get your resources strung all over the place.
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General ENIGMA / Re: Inheritance Fixes
« on: April 28, 2014, 03:03:15 pm »
Oh no, it is on by default for GMK and GMX projects, and EGM's too, just not old EGMs.
1500
General ENIGMA / Re: Inheritance Fixes
« on: April 28, 2014, 04:50:25 am »
I can't really do that ego, I'd have to make a special exception for that one setting, right now the EGM reader just sees if you have the setting entered and if not sets it to 0/null/or false.
Anyway, the setting is so that people who use parenting only for collision detection, people like cheeseboy, but don't actually want the objects inheriting anything. The only reason I agreed to add it for him was so that if users had issues resulting from my inheritance additions they could turn it off and make sure its not my event inheritance code causing the issue.
Anyway, the setting is so that people who use parenting only for collision detection, people like cheeseboy, but don't actually want the objects inheriting anything. The only reason I agreed to add it for him was so that if users had issues resulting from my inheritance additions they could turn it off and make sure its not my event inheritance code causing the issue.
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