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Messages - Goombert

Off-Topic / YoYoLabs ripping off Rockstar Games?
« on: December 29, 2013, 02:39:59 am »
So this recently caught my eye while doing some GTA stuff. Rockstar is releasing some behind the scenes stuff of their ports of the III Trilogy to Android/iOS and the development that went into the original games in the 3D universe. The series is also titled "The Lab"

YYG so coyishly named their GTA 2D experiment project and other projects under "YoYoLabs"

Issues Help Desk / Re: Can't get ANYTHING to run (not even catch the clown)
« on: December 27, 2013, 11:31:04 pm »
It really is not that big of an issue, and you're likely to run into similar and more issues with the Studio compiler.

Issues Help Desk / Re: Can't get ANYTHING to run (not even catch the clown)
« on: December 27, 2013, 10:28:24 am »
Yes like I said the problem is not ours it is GNU Make/Makefiles not liking spaces, you can't escape them either, there is literally no way to use paths with spaces in a Makefile. At any rate, someone should probably change that in there to permanently be root/ProgramData/ENIGMA

They go back to the default. How do I avoid this?
That is because you are saving in the GMK format which we can not change the specification of. We have our own format called EGM, use that format instead, just be aware it does not save timelines.

As for your Joystick code you have some funky syntax there.
Code: (edl) [Select]
{pressing_up = ds_list_find_value(global.controls, up); pressing_down = ds_list_find_value(global.controls, down);
 pressing_left = ds_list_find_value(global.controls, left); pressing_right = ds_list_find_value(global.controls, right);}
Remove the braces around that.
Code: (edl) [Select]

//now for the next 2 inputs
else if (global.fireball_motion <= 2)
And in places like that, remove the space and comment. Just try cleaning up the syntax.

Issues Help Desk / Re: Can't get ANYTHING to run (not even catch the clown)
« on: December 26, 2013, 09:37:53 pm »
Ugh, this error again :(

You didn't do anything wrong at all and neither did we, GNU make can't handle spaces in the path for the makefiles. As you can see here...
C:/Documents and Settings/All Users/ENIGMA/

Anyway, this is only for XP now I guess because that is where %ALLUSERS% environment variable points to on XP, but lucky for you I can fix it. Close everything with ENGIMA, and then navigate to...
And open the file. Change line #19 to something like this...
std::string workdir = "C:/ProgramData/ENIGMA";

Or just something without spaces. Then reopen ENIGMA and give it a second to rebuild the compiler and then give it another go.

Off-Topic / Re: Haxe
« on: December 22, 2013, 05:38:15 pm »
The IDE is actually Qt you can tell just by looking at it. If you read Marks blog and look at the source for monkey you'll see there are a lot of (*.bmx) or BlitzMax files, that is because Monkey is written with Mark's programming language. It would be like us writing LGM in ENIGMA.

The Monkey X repository.

Third Party / App Game Kit
« on: December 21, 2013, 06:08:03 pm »
Well I not that long ago posted about the new Monkey X which is the future of BlitzBasic and how awesomesauce I thought their Qt IDE and everything was for such a good price. Well I recently found out The Game Creator's (I really hate these bastards, worse than YYG) have come up with the App Game Kit to compete with Monkey X. And what did they decide to do for an IDE? They forked Code::Blocks and added plugins to make it hook up to their compiler and support the project formats.

This is the official website.

I have to say I am really rather intrigued by this, and a few us were discussing a GMK/GMX plugin for the Code::Blocks project before as well. Starting to think it might be a lot more plausible than previously presumed. After all, Unity game engine does use MonoDevelop.

PS: For the record, I do not condone purchases of any TGC software.

Off-Topic / Re: Haxe
« on: December 21, 2013, 06:02:33 pm »
Now that you mention it I think I remember seeing that before, I had no idea any of these existed.

General ENIGMA / Re: DevOps
« on: December 21, 2013, 06:01:10 pm »
Ok good daz, working on it, what we also need is other developers to agree to communicate as well. I would also like to say too that part of this also does fall on our users, when reporting bugs it is also very very good if people thoroughly document bug reports, provide examples, etc.

Off-Topic / Re: Why are Mobile Games Shit?
« on: December 21, 2013, 06:00:04 pm »
I am adamantly advocating people switching to Unity2D or any other game engine, what other game developers are doing is truly revolutionary, most of game makers graphics is designed around the old fixed function pipeline and everything. And ofc my posts about GM and its automagic optimizations, you know it can only go so far, what Studio is, is basically putting some wheels on a turd and calling it a mustang. But basically GM is out of date in a lot of ways, no matter how hard they try to bring it into the modern era, it just wasn't designed for optimized game development. Unity is new like a lot of other game engines, it doesn't come from the Windows 95 era of programming, these new game engines are built from the ground up with new and modern game design in mind.

Issues Help Desk / Re: Manual bounding box settings don't work at all
« on: December 21, 2013, 05:46:18 pm »
Also, Build->Settings and make sure the correct collision system is set.

Off-Topic / Haxe
« on: December 21, 2013, 01:53:44 pm »
I recently stumbled upon Haxe which is cross-platform programming language with a syntax style similar to JavaScript.

Haxe can be compiled to all popular programming platforms with its fast compiler – JavaScript, Flash, NekoVM, PHP, C++, C# and Java – which means your apps will support all popular mobile devices, such as iOS, Android, BlackBerry and more.

Open Source
Haxe is open source and free to use. It has the right formula to become the next industry standard and is already garnering many adopters in the coding community whom we’d like to fondly call, the Haxers!

General ENIGMA / DevOps
« on: December 21, 2013, 01:01:18 pm »
Due to recent criticism I am going to open a topic for everyone to criticize my development habits. My retort to these criticisms so far is just because I am in favor of more rapid development, doesn't make me horribly inexperienced for running a software development project or rather in this case having a large say in its development.

First I would like to introduce you to the rapid development strategy known as DevOps.

It basically stresses good communication between developers, testers, and project leaders. Without good communication we end up with incidents such as polygonz merging a commit without communicating it to another developer such as myself which I always request or it undergoing any quality assurance.

Now this is where I mainly want to retort IsmAvatar in that I do not agree with full blown unmonitored contributions. Many people have heard me complain about Canonical releasing bugged updates constantly, and is also one of the main reasons I currently will not use Linux.

Basically when the cycle is working as is intended we end up with the following results.

I would rather steer away from just criticism and request that anyone posting here post constructive criticism and not just how bad I suck but rather what I could do to improve my communication skills and help improve the work flow with other developers.

General ENIGMA / Re: Preprocessor Move
« on: December 20, 2013, 06:13:48 pm »
XP was broke anyway because %APPDATA% is "Documents space and SPACE Settings"

But uhm, XP should be fixed now so long as you run with administrative privileges.

Edit: What I mean is it should automatically create the folder, I'm sure other software using ProgramData work fine that way on XP.

Edit 2: I made a second commit here as well that uses the environment variable instead, fixing the D:/ and other drives issue.

This issue should be resolved for quite some time now.

General ENIGMA / Preprocessor Move
« on: December 20, 2013, 06:04:11 pm »
I have decided to move the preprocessor for Windows again, this time to C:/ProgramData/ENIGMA

This is a user directory introduced in Windows vista, and is a hidden folder. So this will alleviate the problem with GNU make not allowing spaces and also continue to alleviate administrator privileges issues. This also fixes the issues with using ENIGMA on a drive other than C:/ assuming of course this was the only issue with using a different drive but as far as I am aware this was the actual issue being that the working directory assumed C:/ drive. This fix only applies for Windows, and should make ENIGMA usable again for those of you with spaces.

Please redownload the Portable ZIP if you need these fixes.

Here is some information from Microsoft on what this directory is.

Wikipedia also has some information about the %ALLUSERSPROFILE%

This was the pull request where I fixed this issue.
This was the pull request I fixed the drives issue with.

Off-Topic / Re: I'm out
« on: December 19, 2013, 09:31:24 am »
It was fine before he came here.
Harri, you are freaking contradicting yourself, just a few posts back you said things were rather inactive before I arrived. It depends on what your obscure definition of "fine" is but I would say by these standards my arrival was an improvement.

he is anxious but not very experienced.
Again, you provide no evidence of that, and I have provided plenty to the contrary so why don't you stop spreading Ism's propaganda.

The real reason was because cheeseboy and RobertBColton have been deleting many things lately, including parts of the compiler. Josh kept telling them that they didn't know what they're doing, but they wouldn't listen.
What the fuck are you talking about, we have deleted none of his compiler, cheeseboy suggests it each time Josh throws a fit, and this time I am seriously starting to consider making a switch to Rusky's because of this nonsense.

And please for the love of god tell him to stop saying Rusky's parser won't do what we want it to do. We're not that stupid we are clearly fucking aware we'd have to write the code to tell LLVM how we want shit parsed, but it still serves a replacement for 99% of his shit which wouldn't come out as optimal as Clang/LLVM anyway, because I would venture the guys writing LLVM/Clang are also much more experienced then he is, no offense but he's only a 22 year old college graduate. Clang/LLVM has a much broader array of uses and a lot more developers.

This is what drove Josh to leave. In addition, many members have become rude to Josh, telling Josh that he's worthless.
So? Even if some people have become annoyed with him, we aren't in preschool, this isn't kindergarten. Sticks and stones may break my bones, but words will never hurt me.

Josh won't come back until he's been apologized to.
We'll welcome him back when he decides to stop being an arrogant prick and actually cooperate, that doesn't mean he doesn't make the ultimate decisions but he doesn't need to be an ass about every single thing.