This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
16
Issues Help Desk / Re: Install Enigma on Mac
« on: July 05, 2011, 08:00:19 pm »
It works on both update-stable and trunk, I would personally suggest trunk as thats what I use and its working.
Can you paste the errors here?
You say it can't find MAKER? if its missing MAKE then you need to install the mac sdk which you can get from the apple website.
Can you paste the errors here?
You say it can't find MAKER? if its missing MAKE then you need to install the mac sdk which you can get from the apple website.
17
General ENIGMA / Re: Enigma status
« on: June 29, 2011, 11:34:16 am »
You can find the latest results from enigma r796, with all the non-implemented functions each example requires here:
http://www.alasdairmorrison.com/enigmaexamples/index.php
Now I am going to work on making this compile for other platforms such as iphone and android straight after it compiles for mac (hopefully skip all the parsing and exporting of resources), then update the website so its possible to see the status of each example for each platform.
After that I hope to implement a similar site where users can submit there own games, it will test how far enigma gets with them and display the functions that are missing for their game for each platform. In theory allowing people to be emailed when enigma successfully compiles their game, or just to see how enigma deals with their game without having to setup enigma and the multiple sdks (android ndk, iphone sdk).
Hopefully in the future uploading the executables to the website will be possible, creating a database of enigma games and examples compiled for various platforms that the original creator might not even own (mac).
You can now also see the most required unimplemented functions:
http://www.alasdairmorrison.com/enigmaexamples/MissingFunctions.php
http://www.alasdairmorrison.com/enigmaexamples/index.php
Now I am going to work on making this compile for other platforms such as iphone and android straight after it compiles for mac (hopefully skip all the parsing and exporting of resources), then update the website so its possible to see the status of each example for each platform.
After that I hope to implement a similar site where users can submit there own games, it will test how far enigma gets with them and display the functions that are missing for their game for each platform. In theory allowing people to be emailed when enigma successfully compiles their game, or just to see how enigma deals with their game without having to setup enigma and the multiple sdks (android ndk, iphone sdk).
Hopefully in the future uploading the executables to the website will be possible, creating a database of enigma games and examples compiled for various platforms that the original creator might not even own (mac).
You can now also see the most required unimplemented functions:
http://www.alasdairmorrison.com/enigmaexamples/MissingFunctions.php
18
Proposals / Re: Function approval process
« on: June 06, 2011, 05:32:00 am »
I have had an idea for an alternative Function approval process, which will probably save time and be a more efficient way of implementing functions for multiple platforms. The wiki idea would make it difficult to keep track of functions which are implemented differently on multiple platforms. It is also more work for developers who want to try out the functions, have to locate page in wiki, copy/paste it in and write a few tests. Then an enigma developer needs to take all of those functions and commit it into the main svn. It is quite alot of work to get this system running.
I propose a new system based on github and my automatic testing of examples:
I would setup a github repo for enigma for unstable function development, it would contain unimplemented.h which contains all the dummy functions which are either blank or half implemented (some in "#ifdef PLATFORM" blocks which require different implementations per platform).
Anyone who wants to implement a function simply forks the project, implements it fully or makes an attempt at it, then submits a pull request.
This will then get merged into the one repository daily, which anybody and check out to see the latest progress of all the unfinished functions.
The repository will be automatically tested using the 900+ gm examples, which already contain which functions they require so to would just be a case of making sure they work as expected and then the function can be added to the main enigma svn on sourceforge.
This provides a number of benefits, its much easier to make functions which require editing other files, easier to fix bugs, easy to see the progress of all the functions without geting them one by one using the wiki, easy to see how well your game runs based on functions which aren't quite ready, less work editing the wiki, more up to date function lists (easily keep in sync with main svn).
It also keeps the main svn clean for more stable development. Any ideas?
I propose a new system based on github and my automatic testing of examples:
I would setup a github repo for enigma for unstable function development, it would contain unimplemented.h which contains all the dummy functions which are either blank or half implemented (some in "#ifdef PLATFORM" blocks which require different implementations per platform).
Anyone who wants to implement a function simply forks the project, implements it fully or makes an attempt at it, then submits a pull request.
This will then get merged into the one repository daily, which anybody and check out to see the latest progress of all the unfinished functions.
The repository will be automatically tested using the 900+ gm examples, which already contain which functions they require so to would just be a case of making sure they work as expected and then the function can be added to the main enigma svn on sourceforge.
This provides a number of benefits, its much easier to make functions which require editing other files, easier to fix bugs, easy to see the progress of all the functions without geting them one by one using the wiki, easy to see how well your game runs based on functions which aren't quite ready, less work editing the wiki, more up to date function lists (easily keep in sync with main svn).
It also keeps the main svn clean for more stable development. Any ideas?
19
Off-Topic / Re: G-creator forum?
« on: May 29, 2011, 05:14:00 am »
The forum will be back at some point, the host suspended my account due to "site causing performance problems" but will be back soon and i'll be keeping an eye on the spam aswell as opening up a few new projects.
20
General ENIGMA / Enigma status
« on: May 27, 2011, 01:38:01 am »
Recently I have been testing enigma to fix common bugs and find out the status of the project. I used all 1092 examples from 64digits.com and converted them to enigma using the new command line interface. Only 970 of the examples tested were actually testable (404, rar files, non game maker examples).
4/970 were too old to be opened by LGM (so should have been ignored) bringing the total possible number of examples to 966
These are the results:
113/966 (11.69%) of games compile without requiring any extra functions
366/966 (37%) of games compile when a header of blank prototype functions is included.
As for the rest of the games which don’t compile, they mainly fall into the following categories:
165/966 fail to no ‘=’ support in expressions such as in if statements (even more fail at runtime due to this problem)
110/966 fail due to resource name errors (such as spaces in resource names)
84/966 fail due to syntax errors (some may not be errors with enigma itself)
77/966 examples have an unknown error which fall into a number of categories but not enough to have a category.
57/966 fail due to no support for switch statements
33/966 examples segfault during the compile phase (tracker link: http://enigma-dev.org/tracker/ticket.php?id=101 )
25/966 fail due to the do until error (tracker link: http://enigma-dev.org/tracker/ticket.php?id=102) Fixed
23/966 fail due to ambiguous functions (tracker link: http://enigma-dev.org/tracker/ticket.php?id=105 )
19/966 fail due to the for ‘;’ error (tracker link: http://enigma-dev.org/tracker/ticket.php?id=106 )
18/966 fail due to direction/speed error (tracker link: http://enigma-dev.org/tracker/ticket.php?id=103 )
10/966 fail due to invalid operands to binary ‘operator%’ error (tracker link: http://enigma-dev.org/tracker/ticket.php?id=104 )
It is worth mentioning that all these games have been processed through a converter before reaching enigma, automatically performing a number of regular expressions to fix common errors (mainly variable names like ‘system’ or ‘fopen’ which are function names).
The database that was created also contains all the functions that are missing in enigma which are required for each game, which may be useful later on to find out which functions are most urgent and which examples only require a few functions to be implemented.
I was thinking of using the database on a website so anyone who was interested could view the list of working enigma examples, or find out about how close an example is to working in enigma (where it fails, which error, functions required). Possibly allowing users to upload there own game and check how far enigma can get with it.
Anyway this post was just to give a little insight into the status of enigma and what are the main issues which need to be fixed.
4/970 were too old to be opened by LGM (so should have been ignored) bringing the total possible number of examples to 966
These are the results:
113/966 (11.69%) of games compile without requiring any extra functions
366/966 (37%) of games compile when a header of blank prototype functions is included.
As for the rest of the games which don’t compile, they mainly fall into the following categories:
165/966 fail to no ‘=’ support in expressions such as in if statements (even more fail at runtime due to this problem)
110/966 fail due to resource name errors (such as spaces in resource names)
84/966 fail due to syntax errors (some may not be errors with enigma itself)
77/966 examples have an unknown error which fall into a number of categories but not enough to have a category.
57/966 fail due to no support for switch statements
33/966 examples segfault during the compile phase (tracker link: http://enigma-dev.org/tracker/ticket.php?id=101 )
23/966 fail due to ambiguous functions (tracker link: http://enigma-dev.org/tracker/ticket.php?id=105 )
19/966 fail due to the for ‘;’ error (tracker link: http://enigma-dev.org/tracker/ticket.php?id=106 )
18/966 fail due to direction/speed error (tracker link: http://enigma-dev.org/tracker/ticket.php?id=103 )
It is worth mentioning that all these games have been processed through a converter before reaching enigma, automatically performing a number of regular expressions to fix common errors (mainly variable names like ‘system’ or ‘fopen’ which are function names).
The database that was created also contains all the functions that are missing in enigma which are required for each game, which may be useful later on to find out which functions are most urgent and which examples only require a few functions to be implemented.
I was thinking of using the database on a website so anyone who was interested could view the list of working enigma examples, or find out about how close an example is to working in enigma (where it fails, which error, functions required). Possibly allowing users to upload there own game and check how far enigma can get with it.
Anyway this post was just to give a little insight into the status of enigma and what are the main issues which need to be fixed.
21
Off-Topic / Re: Hey, IsmAvatar
« on: May 21, 2011, 10:11:36 am »
i'm was banned too
I unbanned myself and think i unbanned everyone else too.
I unbanned myself and think i unbanned everyone else too.
22
Announcements / Re: Quick Update
« on: April 20, 2011, 10:59:20 am »
Thats great news!
Really appreciate you spending time implementing that functionality, it will make development on different platforms so much easier. That looks like every thing that is required, so hopefully if I go on irc tonight I can get the mac version running in this new system at least then move onto iphone and android.
Really appreciate you spending time implementing that functionality, it will make development on different platforms so much easier. That looks like every thing that is required, so hopefully if I go on irc tonight I can get the mac version running in this new system at least then move onto iphone and android.
23
Proposals / Re: Object grouping
« on: April 12, 2011, 11:46:00 am »
Yes this is a great idea, especially for mobile game development where if the user sorts their resources by the room/level it will make sure only used sprites in that room are loaded when required. Then a loading screen to unload and load content for the next room.
It would also get users thinking about what sprites are required in which room, theoretically making it easier to automatically generate a texture atlas to minimize rendering state changes.
Also an idea for the future, the ability to use a folder instead of a zip easily in the debug version, which checks for any changes to the loaded resources and reloads if required. So when editing game sprites in photoshop you could press save and it will be updated while playing the game. It would add a little overhead to the debug version (if the option was enabled) to check if the files have been changed, but I think it would save alot of time tweaking game assets.
It would also get users thinking about what sprites are required in which room, theoretically making it easier to automatically generate a texture atlas to minimize rendering state changes.
Also an idea for the future, the ability to use a folder instead of a zip easily in the debug version, which checks for any changes to the loaded resources and reloads if required. So when editing game sprites in photoshop you could press save and it will be updated while playing the game. It would add a little overhead to the debug version (if the option was enabled) to check if the files have been changed, but I think it would save alot of time tweaking game assets.
24
Proposals / Re: Official Tutorials
« on: April 12, 2011, 02:39:27 am »Quote
1) How to compile for Linux (even when running Enigma on Windows).
2) How to compile for Mac (even running Enigma on Windows).
3) How to compile for Android (even running Enigma on Windows).
4) How to compile for Iphone (even running Enigma on Windows).
5) How to compile for Nintendo DS (even running Enigma on Windows).
1) To compile for linux under windows it *may* be possible to use this:
http://metamod-p.sourceforge.net/cross-compiling.on.windows.for.linux.html
But tbh it would save alot of hassle if you have linux installed (easier than ever these days) or boot from a pendrive or something.
2) To compile for OSX isn't easy at all, as RetroX pointed out apple really tries to prevent this so you will by a mac. However if you have linux I was watching this project recently:
https://github.com/shinh/maloader#readme
Which seems to be able to install the mac gcc, i'm not sure how well it works however.
3) I will make sure Android compiles on all 3 main OS
4) Again like OSX this is very difficult, however I am looking into the airplaySDK on windows.
5) DS, Wii and PSP will compile on all 3 OS's their dev kit is quite portable. (Although a real pain to setup on mac)
I will try and write guides for these on the wiki when I finish my university work.
A possible future solution to this problem would be a website where you submit a gmk and it sorts out compiling to various platforms that you specify. Just like some websites take time to add a game due to virus scanning etc this would take a bit of time to compile for various platforms. It would theoretically allow a user to make sure the game is working on windows, submit to the website and let mac/linux/other platform users play the game from the website.
25
Announcements / Re: Recent Events
« on: March 29, 2011, 04:06:40 pm »
http://enigma-dev.org/docs/Wiki/Android
Although it won't completely work, it requires the enigma compiler to write the resources to a specific file rather than at the end of the exe so I have to wait for option pane and stuff like that to complete it.
Although it won't completely work, it requires the enigma compiler to write the resources to a specific file rather than at the end of the exe so I have to wait for option pane and stuff like that to complete it.
26
Proposals / Re: Action functions plugin writing
« on: March 08, 2011, 04:37:00 pm »
Ah yes thanks RetroX, fixed now
27
Proposals / Re: Function approval process
« on: March 07, 2011, 06:27:42 am »
Thats looking good polygone 
A few things about the function example, I think we should split the page into two sections, one thats easy for users to read about the function and the other for implementation details.
So for example the first section will have a high level description of the function, a description of all the arguments, examples for how to use it etc
The second section would ideally have the code, unit tests (well assert statements) to make sure any changes don't break the function, general details such as where it fails and what still needs to be done.
Also we need if possible to automatically turn all those functions in the current unimplemented function list into links to their own page.

A few things about the function example, I think we should split the page into two sections, one thats easy for users to read about the function and the other for implementation details.
So for example the first section will have a high level description of the function, a description of all the arguments, examples for how to use it etc
The second section would ideally have the code, unit tests (well assert statements) to make sure any changes don't break the function, general details such as where it fails and what still needs to be done.
Also we need if possible to automatically turn all those functions in the current unimplemented function list into links to their own page.
28
Proposals / Re: Action functions plugin writing
« on: March 03, 2011, 11:35:33 am »
I would love that solution if it wasn't for the problem of GM conversion. The plugin only writes gml which is then passes to the enigma parser, which means that any system which maps = to == in expressions would fail.
It wouldn't matter but the huge number of gm games I have looked at use = in expression when they actually mean ==, the compile only picks up some of these as many of them are valid c++ which leads to logic errors which are a pain to debug.
But if the plugin is now passing an actual assignment in an expression how will this system work?
It wouldn't matter but the huge number of gm games I have looked at use = in expression when they actually mean ==, the compile only picks up some of these as many of them are valid c++ which leads to logic errors which are a pain to debug.
But if the plugin is now passing an actual assignment in an expression how will this system work?
29
Function Peer Review / Re: action_move_to
« on: March 02, 2011, 12:45:58 pm »
Implementing a parser just for writing the action code to gml would be overkill and be very unnecessary unless their is a reason to not pass the argument_relative in as an argument, which only requires changes 2 or 3 lines of code in the plugin compared to writing a parser or implementing code to keep track of the closing braces.
30
Function Peer Review / Re: action_move_to
« on: March 02, 2011, 12:11:57 pm »
I don't understand what you mean by moving back up into the statements :/