esco
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Posted on: December 26, 2013, 07:18:56 pm |
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Joined: Dec 2013
Posts: 4
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What's going on everyone? I am Esco, creator of the Castlevania: SOTN Engine Remake in game maker. To make a long story short, I heard about Enigma and it looks like an amazing program so I decided to give it a try. Sadly I cannot seem to get ANYTHING to run.
I tried catch the clown and got this issue:
Full command line: mingw32-make.exe Game WORKDIR="C:/Documents and Settings/All Users/ENIGMA/" GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=Win32 NETWORKING=None PLATFORM=Win32 CXXFLAGS="-I../Additional/i686-w64-mingw32/include" COMPILEPATH="Windows/Windows" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="C:/DOCUME~1/Esco/LOCALS~1/Temp/egm2070086537692165846.exe" eTCpath="" mingw32-make.exe -C ENIGMAsystem/SHELL mingw32-make.exe[1]: Entering directory `C:/editors/ENIGMA/enigma-dev/ENIGMAsystem/SHELL' mingw32-make.exe[1]: Leaving directory `C:/editors/ENIGMA/enigma-dev/ENIGMAsystem/SHELL' Makefile:119: *** mixed implicit and normal rules. Stop. mingw32-make.exe: *** [Game] Error 2
I also tried another gm 8.1 file that runs fine in game maker and got the EXACT same issue
I then tried my main GM 8.1 file for Alucard (it also runs fine in GM 8.1) and it gave me an error a\bout joystick_ypos being an unknown function. I went to setting and enabled the directinput option, and it then gets stuck infinitely at checking syntax in my 2nd script (listed below).
Can someone please assist with this? I'm using version 1.8.3 (I got it from under downloads) and I have Windows XP on my pc. I only have installed the files that are extracted from the enigma portable exe installer.
SCRIPT it gets stuck checking:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //This script is one of several that is used to control special motions in game. //This one is for the fireball motion, and the up THEN fireball motion ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //
//copies ds list values for all four directions to temp variables to make the code more readable var pressing_up, pressing_down, pressing_left, pressing_right;
{pressing_up = ds_list_find_value(global.controls, up); pressing_down = ds_list_find_value(global.controls, down); pressing_left = ds_list_find_value(global.controls, left); pressing_right = ds_list_find_value(global.controls, right);} //when none of the fireball motions have been done if (global.fireball_motion == 0) { //this indicates if up was tapped up (in case the fireball motion is done next) if (pressing_up == true) {global.tapped_up = true; global.tapped_up_timer = 12;} //if we press down only, it starts the motion if (pressing_down == true && pressing_left == false && pressing_right == false) { {global.fireball_motion = 1; global.fireball_motion_timer = 22;} //if tap up timer was incremented, it goes back up too if (global.tapped_up_timer > 0) {global.tapped_up_timer = 22;} } }
//now for the next 2 inputs else if (global.fireball_motion <= 2) { //if up is pressed, cancels it if (pressing_up == true) {global.fireball_motion = 0;} //otherwise when down & left/right are pressed after down, OR left/right are pressed after the diagonal motion is pressed.... else if ((pressing_down == true && global.fireball_motion == 1 && (pressing_left == true || pressing_right == true)) || (pressing_down == false && global.fireball_motion == 2 && (pressing_left == true || pressing_right == true))) { //increments it {global.fireball_motion += 1; global.fireball_motion_timer = 22;} //if tap up timer was incremented, it goes back up too if (global.tapped_up_timer > 0) {global.tapped_up_timer = 22;} } }
//at the end of the motion if up or down are pressed, reset counter else if (global.fireball_motion == 3 && pressing_up == true || pressing_down == true) { {global.fireball_motion = 0; global.fireball_motion_timer = 0;} //if tap up timer was incremented, it goes back to ZERO too if (global.tapped_up_timer > 0) {global.tapped_up_timer = 0; global.tapped_up = false;} }
//now decrements timer.... if (global.tapped_up_timer > 0) {global.tapped_up_timer -= 1;}
//and resets indicator when it reaches 0 else {global.tapped_up = false;}
//now decrements timer.... if (global.fireball_motion_timer > 0) {global.fireball_motion_timer -= 1;}
//and resets indicator when it reaches 0 else {global.fireball_motion = 0;}
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Goombert
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Reply #1 Posted on: December 26, 2013, 09:37:53 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Ugh, this error again You didn't do anything wrong at all and neither did we, GNU make can't handle spaces in the path for the makefiles. As you can see here... C:/Documents and Settings/All Users/ENIGMA/ Anyway, this is only for XP now I guess because that is where %ALLUSERS% environment variable points to on XP, but lucky for you I can fix it. Close everything with ENGIMA, and then navigate to... C:/editors/ENIGMA/enigma-dev/CompilerSource/workdir.cpp And open the file. Change line #19 to something like this... std::string workdir = "C:/ProgramData/ENIGMA"; Or just something without spaces. Then reopen ENIGMA and give it a second to rebuild the compiler and then give it another go.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #4 Posted on: December 27, 2013, 10:28:24 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Yes like I said the problem is not ours it is GNU Make/Makefiles not liking spaces, you can't escape them either, there is literally no way to use paths with spaces in a Makefile. At any rate, someone should probably change that in there to permanently be root/ProgramData/ENIGMA They go back to the default. How do I avoid this? That is because you are saving in the GMK format which we can not change the specification of. We have our own format called EGM, use that format instead, just be aware it does not save timelines. As for your Joystick code you have some funky syntax there. {pressing_up = ds_list_find_value(global.controls, up); pressing_down = ds_list_find_value(global.controls, down); pressing_left = ds_list_find_value(global.controls, left); pressing_right = ds_list_find_value(global.controls, right);} Remove the braces around that. }
//now for the next 2 inputs else if (global.fireball_motion <= 2) And in places like that, remove the space and comment. Just try cleaning up the syntax.
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« Last Edit: December 27, 2013, 10:33:19 am by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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esco
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Reply #5 Posted on: December 27, 2013, 07:02:06 pm |
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Joined: Dec 2013
Posts: 4
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Thanks for the help guys. Not planning on removing all the spaces in my code, because then it would look messy. That is the point in properly using white space, and brackets. Plus I have over 10000 lines of code, so that would be a HUGE task. But I tried commenting out several scripts until it got to objects, and then it still stalled on the main one for my character. And yes, I know it is stuck, because I waited 15 minutes on a 65 line script (though if it takes that long to compile 65 lines of code this thing would be useless). I also opened another file which involves using code for puppet animations, and NONE of the ones using that code worked right, yet are perfect in GM.
Anyway, I could see this thing being an AMAZING tool eventually, but it is still in its infancy right now when it comes to editing, running and using GM 8.1 files. I'll wait 6 months or so and try it again, but right now considering all the issues it has I'll stick with GM. Shame though, I was really hyped when I heard about this thing.
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Goombert
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Reply #6 Posted on: December 27, 2013, 11:31:04 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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It really is not that big of an issue, and you're likely to run into similar and more issues with the Studio compiler.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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esco
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Reply #8 Posted on: December 28, 2013, 11:10:37 pm |
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Joined: Dec 2013
Posts: 4
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@Robert: sorry but not correct in the least. My scripts run fine there. @Deus: lol, sorry but Enigma is NOWHERE NEAR mature right now when it comes to comparing with GM room editing, in game debugging, or even when it comes to hunting down the location of errors. Not to mention it is slower than GM studio. Not what I expected. Is it useable? Yes. Does it have a few features that people miss from GM that were taken out? Yes. Is it BETTER than GM studio overall now? No. Sadly. You guys might be better off focusing on making it compatible with GM studio, THEN with the older versions. Considering that is what most of the user base (with the exception of a few minorities like me who use 8.1; and I WILL be going over to Studio eventually too not that it works MUCH better) will use. Still.... this thing has a TON of potential, and truly is a work of art nonetheless. A lot of love has obviously gone into it.
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Goombert
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Reply #9 Posted on: December 29, 2013, 02:49:39 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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@Robert: sorry but not correct in the least. My scripts run fine there. Yes, under the old interpreter, but did you pay the extra $300 for the new compiler? Because I guarantee it is not nearly as flawless. lol, sorry but Enigma is NOWHERE NEAR mature right now when it comes to comparing with GM room editing Sorry, but you are incorrect, ENIGMA does not do any room editing, it is a compiler and engine, LateralGM is the IDE, and they are two separate projects, which just happen to be developed by myself along with IsmAvatar. There are several other IDE interfaces being worked on as well, which can use ENIGMA via plugins. This is of course ignoring the fact that LateralGM handles all versions of the GMK format, the new GMX format, and ENIGMA's own format EGM. It also is the only program for editing these project formats on operating systems other than Windows. That is why LateralGM was programmed in Java, because back when it was founded Java and Swing were the only real solution for cross platform GUI's, Mono, wxWidgets, and Qt were in their infancy. LateralGM is more than just useful, it doesn't corrupt projects like Studio's IDE does is, there is little to no history of it in fact corrupting projects due to its development cycle and the fact it isn't riddled with Digital Rights Management, but if you enjoy skull and bones... http://en.wikipedia.org/wiki/GameMaker:_Studio#Digital_rights_managementin game debugging, I hardly understand why you are saying that, compared to Game Maker Legacy and its old runner/interpreter we don't have such advantaged features as to even be able to find initialized variables, obviously because we use a compiled language. Not to mention Studio has been lacking proper debugging since its inception and allows you to currently do nothing other than monitor variables. Not to mention it is slower than GM studio Slower how? As in the time it takes to compile the games? You can blame that on the Java interface, again this is not an ENIGMA issue. As for rendering and graphics, ENIGMA is 1000x more optimal than Studio is, I've done extensive benchmarking. You can view one of my major tests in the following topic. http://enigma-dev.org/forums/index.php?topic=1463.0ENIGMA has significantly less ram usages in almost all test cases as well as much better frame rate performance, especially in my 3D mario game, for which the source code is available and you can test for yourself. ENIGMA compiles my 3D mario game with 1/4th the RAM usage and about 6x the framerate. You should be aware if you already are not the default graphics system is OpenGL 1 which is extremely out of date but we set as the default for compatibility and people with old hardware, you can change it by going to Build->Settings and selecting the API tab. You guys might be better off focusing on making it compatible with GM studio, How so? By adding the new audio_* functions? Well; we've already done that. And we also host the largest online free/libre documentation for Game Maker, not only on the web, but that at exists at all besides the Game Maker manual. http://enigma-dev.org/docs/Wiki/Main_PageWe're not focusing on cut copying and pasting GM or else the program would come out just as bad. Now to sum up, how much did we charge you to test out the programs? 50$? 300$? 500$? 800$?!?! EVEN MORE?!?!?! NO!!! It was all free, we didn't charge you anything, but YoYoGames surely will, and they will do much worse things to you as well, such as again the skull and bones issue I pointed out to you, and if you think Studio is that polished, you should probably test it out a little more thoroughly, because it is a largely shared fact (not opinion!) even acknowledged by the YYG staff themselves that Studio is pretty buggy, especially the IDE, this is due to them rapidly developing GM into a new era, making up for a decade of lost progress and trying to bring its product out of the 1990's era of game programming, it is a million miles behind Unity2D/3D, it doesn't even have a fully featured programming language!
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« Last Edit: December 29, 2013, 03:09:03 am by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Jimmy_D
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Reply #11 Posted on: January 17, 2014, 02:29:53 am |
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Joined: Jan 2014
Posts: 69
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It really is not that big of an issue, and you're likely to run into similar and more issues with the Studio compiler.
lol - only difference is then if you do you report the bug and it gets addressed rather quickly in one of many updates they do. The least I could say about ENIGMA........which reached its peak and then stopped progressing. People using GM Studio misuse the compiler......The majority of the newbie crap people make over there does not even warrant a compiler. Unless your game is compute intensive (AI) / CPU why bother ? The YYC compiler will do no good otherwise. Most games could be exported without the YYC and still run at decent frame rates. Most of the issues can be worked around.
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Goombert
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Reply #12 Posted on: January 17, 2014, 09:44:20 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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People using GM Studio misuse the compiler......The majority of the newbie crap people make over there does not even warrant a compiler. Unless your game is compute intensive (AI) / CPU why bother ? The YYC compiler will do no good otherwise. Most games could be exported without the YYC and still run at decent frame rates. Most of the issues can be worked around. Exactly, anything that was CPU intensive could be done through extensions. It was perfect the way it was execute_string was not really "bad coding" at all, it made it simplistic as ever to debug games. It used to be perfect for noobs, now they just have some half assed game engine like all the rest, everything that made GM great is destroyed.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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