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196
Proposals / Re: Advanced Code-Based Object Editor
« on: December 01, 2011, 11:08:51 am »The idea behind the Advanced Code Editor is to quickly drop the user into a code editor so they can type their code right away. Adding a code block by default won't achieve that unless it also either opens the dialog (somewhat annoying) or shows an in-line code area like luis described (which would end up either being tiny, or would force the Object Frame to be huge)The idea would be an inline code area, as described by luis but also my (linked in my above post) suggestion of inlining all actions. I don't see the problem with a huge object frame, as you need *some* huge frame for the code and putting it in any separate, modal dialog is just as horrible as it is now.
The D&D-tabs-expand-their-panels idea is a good idea, but only useful if you actually use D&D (which is usually not the case for people who wish to switch to the Advanced Editor). As for idea 4, I was thinking *either* dialog box *or* show/hide panel.The idea is not to have any modes to switch to. That just makes things more complicated for both the programmer and the user, and is less flexible (see polygone's post). Minimizing the D&D tabs is useful because you don't have to go enable or disable a mode, you just click a button that's already there.
197
Issues Help Desk / Re: Can't Install
« on: November 30, 2011, 11:00:54 pm »
You need to get MinGW installed correctly. Did you use ENIGMA.exe? If you are and that's what's not working, what choices are you making?
198
Proposals / Re: Advanced Code-Based Object Editor
« on: November 30, 2011, 10:38:30 pm »
Keep the event pane at a fixed size (it currently scales horizontally with the object window), and make the D&D list collapsible (like the Office ribbon, clicking a tab in its minimized state would behave click-wise like opening a drop-down/context menu). Then inline actions (like I've described here) to put code in the actions pane, and add an option to add a single code block by default.
The less modes and modal dialogs there are, the better.
The less modes and modal dialogs there are, the better.
199
Announcements / Re: New LGM Backend Map/List
« on: November 21, 2011, 11:32:53 am »
Also: {,unordered_}map<int, string> array; array[10000] = ""; // No
200
Off-Topic / GM9 on Linux
« on: November 12, 2011, 08:25:28 pm »Quote
Well not quite
- The upcoming Studio is "GM8-based Studio"
Then GM9 work will start and from then on we will be releasing (at the same time) Lite, Standard and Studio (for the forseeable future) that is the plan, so basically GameMaker will be moving to be a cross platform product, remember GM9 will work on PC and Mac (for the Maker portion) and Studio will allow targeting to other platforms (from PC or Mac) .
We are also looking to add in Linux as both a target platform and a Maker platform, but there is little reason for us to do that as a business just now (only the geek in us is driving this one, so I will not promise it).
Russell
http://gmc.yoyogames.com/index.php?showtopic=506265&view=findpost&p=3861094
201
Off-Topic / Re: Terrena a12 - my game
« on: November 12, 2011, 01:23:35 pm »
"echo $?" prints 1. It does seem possible that loading is successful but something immediately after fails.
I don't remember a loading screen, but I only noticed it this time because I was paying attention to anything that might happen right before the crash.
I don't remember a loading screen, but I only noticed it this time because I was paying attention to anything that might happen right before the crash.
202
Off-Topic / Re: Terrena a12 - my game
« on: November 12, 2011, 11:23:29 am »
Correct- absolutely no output, every time for all decks and languages. I'm running it with "LD_LIBRARY_PATH=. ./Terrena.exe" from the top directory like I have in the past.
203
Off-Topic / Re: Terrena a12 - my game
« on: November 11, 2011, 11:30:50 pm »
The new version crashes after showing "loading..." for a bit after I choose a card pack. No errors, just quits.
204
Issues Help Desk / Re: Fails to compile.
« on: November 11, 2011, 07:00:09 pm »
Hrm. Try rebuilding? (or make clean, or even further, delete the ENIGMAsystem/SHELL/.eobjs directory) That looks similar to what happened to someone on IRC when they copied an entire installation, .eobjs and all, from i386 to x86_64.
205
Issues Help Desk / Re: Fails to compile.
« on: November 08, 2011, 09:36:36 am »
Somebody explicitly left glew.h out of Mac builds for some reason. Try r941.
206
Proposals / Re: EDL V.Next
« on: November 08, 2011, 09:17:36 am »
EDL only features dynamic typing between double and std::string, and only if you declare something as var (explicitly or implicitly). Thus, anything written in GM will work, and anything taking advantage of new types will be statically typed.
If you ask me, I think this is more evidence of stockholm syndrome than anything else, but...
edit: what happened to the forum telling you when someone posted before you?
If you ask me, I think this is more evidence of stockholm syndrome than anything else, but...
edit: what happened to the forum telling you when someone posted before you?
207
General ENIGMA / Re: What's the status of this project?
« on: November 08, 2011, 09:11:48 am »
The current parser, if you could call it that, is unable to determine the types of expressions and a few other pieces that would be nice to have, although it mostly manages to pull through on "correct" EDL, which does include a good portion of GML- ENIGMA has compiled some large percentage of 64digits examples, although I'm not sure what that percentages is off the top of my head, TGMG might know. The iOS and Android are also his doing, although they're not really hooked up at the moment.
Extending ENIGMA is done, currently, in one of two ways. You can either stuff a bunch of C++ #includes and definitions in the Definitions resource and it will get compiled in (and the stuff from the headers you include will be accessible), or you can write an extension like the ones in ENIGMAsystem/SHELL/Universal_System/Extensions. The first is probably easier, and the second only makes sense if it's not something that should be in ENIGMA itself (39dll is probably a good example as it links an extra library, although I believe it's already done and just needs to be hooked up).
There doesn't seem to be a good way to see what's supported and not other than trying and/or asking on IRC. I know right now people seem to be working on surfaces (mostly done) and fixing bounding box bugs, and I'm pretty sure that things like particles, 3D, pathfinding, and networking are missing.
I second the precompiled thing. While LGM does need to compile the games themselves, and the whole engine source is required for the way Josh wants to do it, it would be nice if distributions would just include a compileEGMf lib without the source. The way things are now should just be reserved for people tracking the repository trunk.
Extending ENIGMA is done, currently, in one of two ways. You can either stuff a bunch of C++ #includes and definitions in the Definitions resource and it will get compiled in (and the stuff from the headers you include will be accessible), or you can write an extension like the ones in ENIGMAsystem/SHELL/Universal_System/Extensions. The first is probably easier, and the second only makes sense if it's not something that should be in ENIGMA itself (39dll is probably a good example as it links an extra library, although I believe it's already done and just needs to be hooked up).
There doesn't seem to be a good way to see what's supported and not other than trying and/or asking on IRC. I know right now people seem to be working on surfaces (mostly done) and fixing bounding box bugs, and I'm pretty sure that things like particles, 3D, pathfinding, and networking are missing.
I second the precompiled thing. While LGM does need to compile the games themselves, and the whole engine source is required for the way Josh wants to do it, it would be nice if distributions would just include a compileEGMf lib without the source. The way things are now should just be reserved for people tracking the repository trunk.
208
General ENIGMA / Re: Makefile is fucked
« on: November 07, 2011, 12:13:07 pm »
...running LGM from the terminal once is harder than running make every time there's an update until you've duplicated all of LGM's features? Really?
The problem with rewriting LGM is not parsing GMX files. It's implementing editors for all the resources in an extensible way so that ENIGMA, as a plugin, can provide new ones. Oh and it has to be cross-platform, because nobody's going to maintain three separate versions of all that.
Thus, I must say that the real way to solve this is to fix this one bug in LGM's ENIGMA plugin.
If Swing is really a problem for you, I would suggest nudging LGM toward a new widget toolkit like SWT which is just a layer on top of Cocoa.
The problem with rewriting LGM is not parsing GMX files. It's implementing editors for all the resources in an extensible way so that ENIGMA, as a plugin, can provide new ones. Oh and it has to be cross-platform, because nobody's going to maintain three separate versions of all that.
Thus, I must say that the real way to solve this is to fix this one bug in LGM's ENIGMA plugin.
If Swing is really a problem for you, I would suggest nudging LGM toward a new widget toolkit like SWT which is just a layer on top of Cocoa.