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Messages - TGMG

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46
Proposals / Re: Additions to new platform system
« on: December 27, 2010, 02:24:58 am »
Yes a makefile for each platform in the platforms folder is a much better idea. But we need to discuss how the system will be implemented as currently the mac/android/iphone version can't work without the resources being written to the file. Guess I will for the time being need to modify the enigma compiler on my local copy so I can test again, which is always a pain :(.

47
Proposals / Additions to new platform system
« on: December 24, 2010, 08:22:56 am »
A few things still need to be fixed in the new system in order to get android/iphone/mac to compile and run.
Allowing the platform to specify the output file for the compiler, so that on mac it overrides the file in the mac app file. So basically a parameter in the .ey file which will be the input to the compilers -o parameter. Which is very important for mac as it doesn't output a .app file, it outputs a binary file which needs to be put in a specific location (not in the temp directory).

Also hopefully a setting in the platform for the make target to run when it has finished compiling so that it can run the iphone/android game automatically from the make target.

And the last and most important (as android/mac/iphone/psp can't yet work without it) is specifying the file to write the resources to. On android and mac its at the end of the file just like windows but on iphone and psp its in a .data file, so it would be ideal if this was seperate from the output parameter.

48
General ENIGMA / Re: ENIGMA games on DS
« on: December 24, 2010, 08:00:56 am »
Ignore everything i said about the graphics system, the nds sdk does have opengl support built in (well an API thats supposed to look similar to opengl), so thats good :) The hard part will be making it efficient.

49
General ENIGMA / Re: ENIGMA games on DS
« on: December 24, 2010, 06:49:42 am »
The DS Game Maker uses PAlib which enigma could use, main concern is that its a little too highlevel and no longer maintained, but just looked at the sdl port for ds and it doesn't look to be maintained at all or optimised for ds. I don't really know enough about ds homebrew to make that decision right now, but if anyone has any ideas please post :) i'm probably leaning more towards PAlib as it *should* be much more optimised for ds.

50
General ENIGMA / Re: ENIGMA games on DS
« on: December 24, 2010, 04:18:01 am »
I have just managed to get the psp version of enigma compiling and linking for ds, but since unlike pretty much every other platform enigma is on there is no opengl (no similar library like gx/PSGL either) so the graphics system will have to be written completely from scratch. Since it would just be 2d stuff i was either thinking of using PAlib which would be ds only or SDL which might allow easier porting to other platforms in the future.

But the ds brings alot of problems for the development process, enigma can't just write the resources to the end of the file, or even write to a data file like it does on psp, the sprites need to be converted at compile time using a tool that comes with the ds sdk. Which means enigma would need to have a different system where it exports images as png to a specific folder, so requires specific ds code in the compiler :/
The other obvious problem is the ds is a much more limited system so probably runs the games painfully slow and ofc as we don't have a graphics system I can't test that.
But at least it compiles and links :)

The .nds binary it creates is 723kb, i'm not sure how big this is compared to other nds games/homebrew or if it will be a problem.

51
General ENIGMA / Re: Compiling on OS X
« on: December 22, 2010, 03:19:53 am »
ugriffen, since I have forgotten exactly how I set up mac for compling, hopefully you can help me writing the wiki on how to set it up. Bascially:
1) Obtain mac SDK (thanks to ism who is currently torrenting above)
2) Install subversion for mac (only if you are a developer or want the latest version)
3) Open Terminal
4) cd to the directory you want enigma in
5) type "svn co https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev enigma-dev"
6) wait for it to finish downloading
7) cd to the trunk directory
8) type java -jar lgm*

But please tell me any problems you have following that process or any differences for your system.

The mac compiling for enigma is nearly fixed, all I need to find out is how to change "/var/folders/st/stELWEhiGKCM2jk8VCU1L++++TI/-Tmp-/egm5669369153051065770.app"
Into "./MacOS/build/Release/EnigmaXcode.app/Contents/MacOS/EnigmaXcode" and everything will be great :)

52
Proposals / Re: Re: Preprocessor Directives (The compile-time "if")
« on: November 09, 2010, 07:13:26 pm »
so:
[[if TARGET_IPHONE_SIMULATOR == 1]]
will work?

53
Proposals / Re: Re: Preprocessor Directives (The compile-time "if")
« on: November 09, 2010, 05:17:34 pm »
Will this be able to use macros defined in c++ such as the ones provided by apple:
TARGET_IPHONE_SIMULATOR etc
Or will the user have to wait until enigma defines all of its own?
It might be useful to be able to mix macros between c++ and this so that functions can be rewritten in c++ more easily.

54
Announcements / Re: Long enough without an update
« on: November 05, 2010, 10:08:46 am »
I'm confident in saying that aside from iPhone support, nothing will ever work in Mac that doesn't work better in Linux. :P

And yeah, with() is platform-independent entirely.

But I'm not gonna skewer anyone over it.
Up until recently Mac key press and release worked better than linux :p although that is fixed now :)

55
Function Peer Review / Re: GML: All draw_text functions (WIP)
« on: October 30, 2010, 08:31:29 am »
Thanks HaRRiKiRi nice work :D
Looking forward to converting these to openglES/ES2 when they are done :)

56
Function Peer Review / Re: move_towards_point + move_snap
« on: October 25, 2010, 07:43:28 pm »
oops! yup totally forgot about that :$

It was originally an inline function but it was written when enigma was segfaulting when accessing the variables from the create event.

57
General ENIGMA / Re: TGMG - A word...
« on: October 25, 2010, 04:41:10 am »
I have changed some settings around in xcode so hopefully that should help.

58
Function Peer Review / Re: move_towards_point + move_snap
« on: October 25, 2010, 04:39:31 am »
Code: [Select]
void motion_set(int dir, double speed);
#define motion_set(newdirection,newspeed) direction=(newdirection); speed=newspeed;

void motion_add(double dir, double speed);
#define motion_add(newdirection,newspeed) hspeed+= (newspeed) * cos(degtorad(newdirection)); vspeed-= (newspeed) * sin(degtorad(newdirection));

bool place_snapped(int hsnap, int vsnap);
#define place_snapped(hsnap,vsnap)  (((int) x) % ((int) hsnap) == 0 &&  ((int) y) % ((int) vsnap)==0)

void move_snap(int hsnap, int vsnap) {

int modX = ((int)((enigma::object_graphics*)enigma::instance_event_iterator->inst)->x) % hsnap;
int modY = ((int)((enigma::object_graphics*)enigma::instance_event_iterator->inst)->y) % vsnap;

if (modX > (hsnap / 2))
((enigma::object_graphics*)enigma::instance_event_iterator->inst)->x += hsnap - modX;
else if (modX <= (hsnap / 2))
((enigma::object_graphics*)enigma::instance_event_iterator->inst)->x -= modX;

if (modY > (vsnap / 2))
((enigma::object_graphics*)enigma::instance_event_iterator->inst)->y += vsnap - modY;
else if (modY <= (vsnap / 2))
((enigma::object_graphics*)enigma::instance_event_iterator->inst)->y -= modY;
}



void move_towards_point ( double point_x, double point_y, double speed );

#define move_towards_point(point_x,point_y,newspeed) direction = point_direction ( x,y, (point_x), (point_y) ); speed = (newspeed);

I didn't commit this code to svn as I haven't completely tested it yet, I wrote them a few weeks ago but can't remember how well they work, think they work ok tho.

59
General ENIGMA / Re: Android support
« on: October 22, 2010, 01:26:50 pm »
Yes it is definitely possible to get android support on windows and linux, its really just a case of changing the paths to the android sdk. I will work on it when lgm has a nice way of choosing between the target platforms.

Btw you will need the android sdk and a custom ndk to get it to compile, so make sure you can install them on the lab computers.

60
General ENIGMA / Re: TGMG - A word...
« on: October 22, 2010, 01:21:42 pm »
I just use xcodes formatting which uses tabs, it automatically does it when I press newline and the formatting tools such as reindent use it to and tbh its a habit. Why is it such a big deal? Iv'e never had a problem using tabs, and it will be kinda hard to remember where i have used tabs and where i have used spaces.

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