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Messages - Goombert

Yes listen to Harri because you seem to be quite confused by how loops actually work. If loops were broken a lot more games, maybe even the majority, would be broken as well.

I have not paid for that, no.

Programming Help / Re: Enumerations are not working
« on: May 06, 2014, 11:29:36 pm »
Yes that was the exact issue egofree, the compiler needs some fixes.

That's arrays still failing to parse, it's a known compiler issue.

Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 06, 2014, 11:26:36 pm »
Quote from: TKG
Correct me if I'm wrong, git might have a feature like this for all I know so you might not need to do multiple version downloads for the source.
It does, I already said that, you use git reset, the only problem is I only back up the plugin and LGM to major release versions and not minor ones.

Anyway, Linux still has no install packages, it's still all manual and not automated, so it's not a concern atm.

Also, the revisions of the Portable ZIP already exist.

Here are the last 3 consecutive releases from newest to oldest:

Works in Progress / Re: PIT²
« on: May 05, 2014, 08:01:46 am »
Cool beans, it looks like you got a day-night cycle going on. Any plans on a release? Also, you can post a pic in the Upcoming Games topic.

Yes what Harri said, you are pretty much entirely correct in your understanding Ben.

General ENIGMA / Re: Inheritance Fixes
« on: May 05, 2014, 07:59:06 am »
Oh ok, cool beans, yes it should work 100% flawlessly now, I got like every aspect of it working.  (Y)

Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 05, 2014, 07:58:12 am »
Quote from: TKG
Though I also confess we need multiple stable versions uploaded somewhere because relying on only the latest build is hazardous as when I get my game working, it gets broken after an update, and if I didn't backup or keep track of a version of ENIGMA that worked best, with no release notes / older version downloads like what GMS has, I can get screwed pretty easy by just 1 destructive, untested update, which such crappy updates I've encountered many times with Enigma, not very convenient.
All right, point taken, but with git revision software you can actually back up to the older version of master if you know what you're doing (I don't know how to do it)

Anyway, I'll compromise, from now on I will leave the last Portable ZIP still on the install page, maybe I'll start version numbering it as well.

Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 04, 2014, 05:05:15 am »
Quote from: TheExDeus
It's like if someone said he didn't like color blue, which for sake of example you do like, and you start yelling on him how you are on trial and how he is trolling.
Blue is by far the most popular color, it makes people relaxed and calm.

Josh will fix these issues with his new compiler.

Programming Help / Re: B2D physics question
« on: May 03, 2014, 01:22:27 pm »
If they check convexity when editing the shape then it's possible that they didn't bother to create an algorithm that could check it for more than 6 points. It's possible that they use some easier algorithm limited to that. Just my two cents, as checking convexity isn't that trivial and can be slow with many points.

That seems to me like the most arbitrary limitation one could possibly create, what is wrong with a "Check Convexity" button?

I think their is reusable as well. It's one per sprite, so every instance using that sprite uses that shape. I don't think it's a bad design, as the whole point is making a collision shape for the sprite.
It does not do that, I tested adding the same sprite to two objects, the points are stored per object in the GMX file as well.

GMS seems to reuse the path editor for that, so might be easier.
It does, but here is the thing. #1 Unity3d's editor doesn't come with that much built in, you usually have to download some 3rd party extensions before you get a very good tool. But anyway, their IDE supports JavaScript and C# extensions, which is what I wanted LGM to have using Java 8's Project Nashorn, which is a JavaScript engine.

Also, there is no real need to duplicate it, users could literally just create a path resource, and use the following script.
Code: (EDL) [Select]
fix = physics_fixture_create();
for (i = 0; i < path_get_number(shapepath); i++) {
  physics_fixture_add_point(fix, path_get_point_x(shapepath, i), path_get_point_y(shapepath, i);

I haven't tested that, but should be pretty close.

Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 03, 2014, 01:19:32 pm »
Yeah but Harri, I can give credit where credit is due, one of which being I think EA releases made Studio much less buggy, it was a good improvement. I also liked the addition of regular game pads like the Xbox 360 and PS3 controller, they were really good additions and the functions were awesome. But I can't say the same about their other half-assed and rushed implementations like Box2D, and the audio which they kept having to change and deprecate new functions. They already have 10 new audio_* functions that they created that already deprecated, that shows they aren't taking the time they need to really do a good job. So I wouldn't say anybody is being negative, I think I am fairly balanced on the issue.

Also, Darkstar makes 10 posts everytime he posts, lol, that's not necessarily relevant to this at all.

General ENIGMA / Re: Variable performance
« on: May 03, 2014, 01:12:38 pm »
They are hard coded when ENIGMA is not plugged in, when ENIGMA is plugged in keywords for functions but not types are added by ENIGMA.

Programming Help / Re: B2D physics question
« on: May 03, 2014, 12:47:05 am »
For a reason, because their whole system is designed horribly, mine has reusable shapes as well without duplicating RAM. Anyway, I can confirm this point limit exists, I wasn't actually adding a subimage to my sprite that's why the button wasn't working, because apparently the object needs to have a sprite for w/e dumbfuck reason.

This is why I think it would better to just make ENIGMA better and not even offer support for their physics but do everything our own way. It would probably be better to split the ENIGMA project in 2, we'd get much more done if we just did things our own way, because then we wouldn't have to worry about compatibility, and we could just do things the right way.