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Messages - TGMG

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76
Proposals / Re: GM Function Implementations
« on: August 25, 2010, 03:36:59 pm »
I started trying to implement the action functions but the enigma plugin doesn't write out the correct parameters atm. For resources it doesn't write the resource name, and for string parameters it doesn't put the "" around it.
I will try and figure out whats wrong but just a heads up :)

77
General ENIGMA / Re: Someone should
« on: August 23, 2010, 07:42:55 am »
I believe that enigma is the name, as they are part of the same project, but i'm not completely sure.

Its VERY easy for the end user, they don't have to download 2 seperate projects and set them up, when you download enigma it comes with everything you need (LGM etc). So the end user just needs to run something like enigma.exe and everything will be set up.

78
General ENIGMA / Re: Help File?
« on: August 22, 2010, 03:46:11 pm »
What about javaHelp? It looks similar to the kind of chm help system, with search etc and cross platform. The files are just html, so they can be parsed by an xml library for LGM function list.
Plus all the formatting tags of html, can have images etc :)

79
Announcements / Re: Enigma on all platforms
« on: August 17, 2010, 01:20:14 pm »
Wait, is there an android app?
Heh, I'd love that. Android is pwning iPhone at the moment, and I even have an Android myself.
Basic Android support has been added, but I can only work with the simulator as I don't own one myself, so it would be cool if you could let me know how it actually performs on the device when it becomes more stable :)

80
Announcements / Re: Enigma on all platforms
« on: August 17, 2010, 02:34:39 am »
@Brett - well yes and no, no (atm) if your expecting enigma to compile and run iphone games in widnows games automatically, but theoretically it is possible as it produces all the code you need, so if you can compile that with an iphone toolchain it *should* work. Problem is winchain doesn't work for iphoneOS 2+, there is also compiling it on the iphone itself but this also comes with alot of problems and is slow.
I would recommend testing enigma iphone projects using the android support then either borrowing someones mac or using VMware to finally compile for iphone.
Unless someone can fine a better way ofc :)

81
General ENIGMA / Android support
« on: August 14, 2010, 11:04:26 am »
Well after a whole day of headaches I finally managed to get enigma to compile and run on the android :D
It uses the same opengles renderer as the iphone so only need to keep 1 renderer up to date for both of them. I have no idea if it actually runs on the device, I have a feeling that it is using a ton of memory :/
No audio support as android doesn't seem to come with the library, will need to compile it myself I think. Also it needs a special ndk sdk which support the c++ libraries.

Anyway screenshot:


Btw any chance I can get svn commit access and become an enigma developer?

Also what is the best way of passing veriables to the enigma compiler? Atm the target is hard coded in the compiler so it would be nice to have a menu option to select target mac/iphone/ipad/android and various settings such as minimum sdk version and whether to deploy to device.

82
General ENIGMA / Re: MacOSX problems
« on: August 14, 2010, 10:42:31 am »
Why is it stretched like that?
Because the window size is set to the size of the iphone screen, so the room is scaled to fit into the window, just like when you resize the GM window, if you resized the gm window to the exact dimensions of the iphone it would look exactly like that ;) But if you are targeting iphone its best to use a view set to the size of the iphone screen so that it won't scale and will look normal.
I thought Apple doesn't allow intermediary wrappers or something like that for iOS apps?
They are very vague, I am tempted to submit and enigma app and see what they say, but unity3d's plan B for iphone development(http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/) was to do something very similar to what enigma does. The enigma part that comes with the game is just a c++ library and the code generated is all c++, I don't see how they could tell that it was written in enigma. If it wasn't allowed would that mean you weren't allowed to use a perfectly normal library of c++ functions :/ Unity apps are still being accepted to the app store also. But we will just have to see :)

83
General ENIGMA / Re: MacOSX problems
« on: August 13, 2010, 08:23:37 am »
I'll be on enigma irc :)

Also finally got textures working on the iphone :D


Turns out it wasn't loading the textures as a power of 2.

Btw in sprite_add_subimage, shouldn't:
unsigned int fullwidth=nlpo2dc(w)+1,fullheight=nlpo2dc(h);
be:
unsigned int fullwidth=nlpo2dc(w)+1,fullheight=nlpo2dc(h)+1;

This was the one thing that as stopping the textures being displayed, after hours of staring at white box's >.<

Tempted to start working on the action functions right away so it can create a full pacman game for the iphone :)

84
General ENIGMA / Re: MacOSX problems
« on: August 12, 2010, 11:07:39 pm »
I will install logmein and just tell me when you are around and I can give you all the time you need to work on this. I will recheck out to a different directory so you can work from there as my current source is not stable enough to be committed to svn.

Currently on the iphone all textures seem to appear white:


Which is really hard to debug and see whats going on. I will try and get the Cocoa target to use the OpenglES renderer instead of the standard to check if its an iphone specific problem.

85
General ENIGMA / Re: MacOSX problems
« on: August 12, 2010, 11:01:21 am »
I removed all the Dnd, was planning to add them back in bit by bit, so its just a whole load of objects in a room looking like pacman ;)

I have done that but sadly not the last error:
Quote
Not found: __GNUC_PREREQ
Not found: __builtin_huge_val
In file included from sys/signal.h: Line 194, position 8: Unexpected declarator at this point
code snippet: int            sigev_signo;         /* Signal number */
   union <<>>sigval   sigev_value;            /* Signal value */
   void

Still working on the MacOS functions but got a little side tracked and managed to get engima to compile and run on iphone :)
Sadly nothing is being displayed yet apart from the room background colour due to my lack of openglES experience atm. But its compiling and running the events at at least.

86
General ENIGMA / Re: MacOSX problems
« on: August 11, 2010, 11:15:58 am »
Thank yeah i did eventually manage to fix that one but it was just replaced by another:
Quote
Not found: __GNUC_PREREQ
Not found: __builtin_huge_val
In file included from mach/i386/_structs.h: Line 97, position 9: Redeclaration of `__precis' at this point
code snippet: fl      :1,
            __undfl      :1,
            __precis   :1,
                  :2<<>>,
            __pc      :2,
#if !defined(_POSIX_C_SOURCE) || d
After a while of looking through the mac headers etc I realise I am completely lost :/
Any help is greatly appreciated :D

As for the graphical side of things I managed to get cocoa and opengl working :)

Seems to work pretty well, now time to work on input and window functions.

87
General ENIGMA / Re: MacOSX problems
« on: August 11, 2010, 01:41:16 am »
Ah thanks :D

That did fix that one, but:
#ifdef __GNUC__
typedef __signed<<>> char      __int8_t;
#else   /* !__GNUC__ */
typedef cha

Still provides an error, the <<>> switched sides of the __signed from the left to the right.

88
General ENIGMA / MacOSX problems
« on: August 10, 2010, 11:18:36 pm »
I have only made 2 changes to the compiler to get it to compile and run on mac:
OS_Switchboard.h:

Quote
#define TARGET_PLATFORM_NAME "ENIGMA_WS_COCOA"

+  #define TARGET_PLATFORM_ID   OS_MACOSX

Otherwise it will try and look for the windows headers :/
Also:
gcc_backend.cpp:
Quote
-    int failing = better_system(cpath = "cpp", "-dM -x c++ -E blank.txt", ">", "defines.txt");

+    int failing = better_system(cpath = "cpp", "-dM -xc++ -E blank.txt", ">", "defines.txt");

That space makes cpp makes cpp think c++ is a directory :/ Must be an error with cpp on mac as gcc works fine with the space :s

Anyway onto the error..
Enigma finds make/cpp/gcc fine and fills the defines.txt file correctly. But then engima throws out:
Quote
Opening ENIGMA for parse...
ERROR in parsing engine file: this is the worst thing that could have happened within the first few seconds of compile.
             /
            |    |
             \    \
      |       |    |
       \     /    /     \
    \   |   |    |      |
     | /     /\   \    /
    / |     /# \   |  |
   |   \   *    `      \
    \    /   =  # `     |
     |  | #     ___/   /
    /   _`---^^^   `. |
   |  .*     #  =    | \
     |  =   #      __/
    .\____-------^^  `.
   /      #         #  \
  |   =          =     |
  \___    #     #___--^
      ^^^^^^^^^^^

Not found: __GNUC_PREREQ
Not found: __builtin_huge_val
In file included from _types.h: Line 37, position 9: Type definition does not specify a type
code snippet: s, as needed, later.
 */

#ifdef __GNUC__
typedef <<>>__signed char      __int8_t;
#else   /* !__GNUC__ */
typ
------------------------------------------------

Anyway I will continue working on the cocoa part of the engine :)

89
Announcements / Re: Another quickie
« on: March 23, 2010, 03:57:05 pm »
Quote
Ism and I talked for a bit, and now she is working on a set of classes in C and in Java that will allow the two to share resources. Getting a C DLL to call Java functions isn't going to happen, but I can probably communicate some simple instructions by returning an array of them.
What was wrong with getting a C dll to call java functions? I found JNI quite pleasant to use for this. I would have through serializing a LGM java class then loading it again with the class called from c++ would be the best option. Then the c++ code can just call the functions,getters and setters for the java class. Plus Java4Cpp is a great tool for creating header and source functions for a java class. So that the code would be something like:
Quote
java::lang::Integer* i = new java::lang::Integer("10");
      printf("i=%i\n", i->intValue());
Direct access to the functions of the class.
I'm pretty tired tho so could be missing something glaringly obvious :-[

Plus I got my macbook so would love to start on mac port whenever your ready :) Wouldn't mind looking into adding gml functions aswell if that would be ok :)

90
Announcements / Re: Enigma R3 Released
« on: August 09, 2008, 05:54:22 pm »
You can make lgm into an exe using an exe wrapper tool, if lgm is set to get the game from the parameter than it will work.

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