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Messages - Goombert

General ENIGMA / Re: FYI Linux*100 < MacĂ·100
« on: March 13, 2014, 10:46:42 pm »
The quote is my own and it makes a lot more sense when not taken out of context.
Quote from: Robert on the Wiki
Due to the highly proprietary nature of Mac, this platform is difficult to develop for, although many aspects of it remain the same as on the preferred platform of Linux,

The App Store has much higher restrictions on content and so do the dev kits themselves, even if ENIGMA worked flawlessly on Mac there are still issues such as GPL licensed software not being allowed in the App Store. This is also why YYG's never had a PSP port because Sony got all pissy with them for some reason, and companies are finally learning how big of a mistake this is because Indie game development is no longer a joke. This is also why Microsoft is pushing indie game development for the Xbox One and also why they were pushing it on Xbox 360 with their XNA shit.

I am sorry if anybody disagrees, but in this regard, Windows and Linux are quite superior. Also Linux does not have to be complicated, the Ubuntu Software Center is quite easy to use it installs applications easily just like you would on Windows or Mac, the only difference is, it won't download duplicates of the same damn dependencies 50 times and bloat your hard drive usage.

Issues Help Desk / Re: Josh! Help Me! My Life Is In Danger!!
« on: March 10, 2014, 10:01:02 am »
The site tracker creates more problems than it solves, niggers should just learn to use GitHub.

Off-Topic / Re: Can't afford to pay your bills?
« on: March 10, 2014, 09:58:23 am »
Hurt, and need an attorney? Call Edgar Snyder, he's ambulance chaser.

Off-Topic / Re: The Creeper
« on: March 10, 2014, 09:56:09 am »
I'd give it a raging 11 if I could, 11" too.

General ENIGMA / Re: Some functions not implemented yet in ENIGMA
« on: March 03, 2014, 09:53:28 pm »
Yes but those would be an extension, Base64 is implemented for strings because it was super simple for me to write, but I did not add it for buffers because buffers need redone I wrote them very porrly (I think). But the sha1 and md5 encryption and JSON require libraries, there is simply too much for us to write that ourselves, so we want those functions implemented through extensions since they will most likely utilize a library of sorts. FYI, I think the current JSON extension is broke, the code looks like it doesn't even do what it's supposed to do.

Issues Help Desk / Re: Debugging Your Game
« on: March 03, 2014, 09:46:57 pm »
TKG, I always knew about it, I was in the process of explaining it to someone else and decided to just write up instructions for everyone. I don't know why I didn't do so sooner, I am rather ignorant in that I think everyone here is as aware of the things that I am. This is also the reason why we literally haven't given two shits about adding the proper debugging symbols, GDB is pretty damn good at finding them on its own. There is a similar discussion in the other subforum regarding debug mode automatically launching GDB as maybe a preference of sorts and outputting that to the debug window.

Issues Help Desk / Debugging Your Game
« on: March 03, 2014, 04:42:17 am »
This guide has since been moved to the Wiki, where you can find more comprehensive information about how to improve your game's performance:

The following guide is also useful for letting us know about an issue:

Please do try to put some effort into debugging issues before asking for help.

Quote from: Original Post
I am not sure if any of you are already aware but GCC and MinGW are redistributed in ENIGMA with GDB a popular and powerful debugging tool.

If your game opens and closes immediately or crashes, GDB can tell you what line in the ENIGMA source code your game crashed in. These are the steps to run your game in GDB.
1) Open your game in ENIGMA and execute it in debug mode by clicking the debug icon, this will add debugging symbols to the built executable.
2) Close the game, and look in the output window for the name of the output executable, usually a temp file on Windows and is usually named egm503450990 or similar. Copy and paste the full path to your clipboard.
3) Open enigma-dev/git-bash or on Linux or Mac any Command Line Interface or Terminal will suffice.
4) Enter "gdb file/path/to/egm/with/debugging/symbols" on the command line and hit enter.
5) Type "run" and hit enter.
6) Run the game to the point that it crashes, once it does GDB will display the segfault information.
7) If the error report is not detailed enough type "bt" for backtrace and hit enter, and it will show you the exact source files and what lines the error occurred in/on.
8) To close your game you may have to type "quit" and hit enter.

And there you have it, some advanced and very helpful debugging. These debug logs can also be useful when filing a help desk ticket as well, and you are encouraged to include them if you know how.

Note: On Windows to copy and paste a terminal window, right click on the title bar and hit Edit->Select All/Copy

Tips, Tutorials, Examples / Conway's Game of Life
« on: March 03, 2014, 04:40:51 am »
I found another interesting example from Game Maker 6 that works perfect in ENIGMA, Mark Overmar's iteration of Conway's Game Of Life. For anyone who doesn't know what Conway's Game of Life is, it was a computer simulation developed as an example that shows that higher order complexities can arise from a very simple set of rules.

I decided to test it in ENIGMA and it works 100% perfectly right out of the box.

General ENIGMA / Re: Linking Exception Draft
« on: March 03, 2014, 03:28:46 am »
Rez, what if we agreed to dual license our code, so you can pick your own license like with Qt?

Developing ENIGMA / GDB execute by default
« on: March 03, 2014, 02:37:50 am »
We should make debug mode execute with GDB by default, it's included in all our releases anyway, and ENIGMA still launches the game in debug mode. So why launch the game only for it to provide no debugging information?

We simply can not provide enough debugging macros that will catch every single exception anyway.

Developing ENIGMA / High Frequency Mouse Capture
« on: March 03, 2014, 12:58:01 am »

According to this you can obtain the mouse position during a WM_MOUSEMOVE call, and I am wondering if this would be better for us to do than querying it using the WinAPI's calls every frame, or rather if the difference is very noticeable such as window_set_caption.

This is related to my decision in my recent pull request to move the Joystick code that wasn't even using DirectInput out of an extension since Microsoft doesn't even advise for DirectInput for anything except joysticks because it adds overhead. And I programmed our Joystick code for Windows using RawInput and it works fine, so I saw no reason to add overhead to Joysticks for no reason.

The only place XInput is needed is for the Xbox 360 controller.

General ENIGMA / Re: Linking Exception Draft
« on: March 02, 2014, 08:36:06 pm »
I haven't said much, because I don't really have an opinion, and I also want people to make money off of their ENIGMA games and want us to reach the point where we are seeing games regularly published. I also am wanting us to come up with an asset store of sorts similar to Unity, where even extensions to the main system can be sold.

I just don't want a commercial derivative of ENIGMA popping up that leaves this project in the dust.

Quote from: Rez
You ask me to share how I fixed the chair, but I refuse.
Reverse engineering is legal to a certain extent, especially concerning portability.

Quote from: TKG
There's only 24 hours in a day, with eating, drinking, sleeping, and everyday life getting in the way.
Lol, I said literally the same exact thing to Josh, I think everyone has generally the same level of mental capacity it's just focused on different areas. I also argue a lot that even though I hate sports, the players aren't dumb, they have to do an immense amount of training since they are young and develop certain portions of their brain further, i.e. hand to eye coordination, than say someone who sits and reads books or does programming.

Issues Help Desk / Re: Issue on linux
« on: March 02, 2014, 05:32:35 pm »
Just fyi, I fixed the d3d_model_create issue on IRC, it was an issue with the EGM being out of date he had to patch the table of contents and rename EXT Extensions to PKG Extension Packages and Extensions.ey to Extension Packages.ey and then I had him open and save the EGM to add make-directory to ENIGMA settings and after that it worked fine.

Issues Help Desk / Re: Annoyings
« on: February 28, 2014, 02:41:21 am »
I am currently in the process of moving and will not be able to investigate this for a few days, please bare with me and use a different file format in the mean time.

Issues Help Desk / Re: Issue on linux
« on: February 27, 2014, 04:03:53 pm »
Quote from: TheExDeus
On the same topic I should also say that we need a uniform error reporting function. A function that would report errors in a nice window with selectable text (like GM) and use that everywhere. Right now error reporting is very shattered in ENIGMA. On Windows we can make a windows form to do that, but in not sure how to do the same in Linux/Mac.
We do, it's the same function from GM8.1