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Messages - IsmAvatar

Announcements / Re: Neat Stuff
« on: January 06, 2012, 02:55:02 pm »
Ah. k

Announcements / Re: Neat Stuff
« on: January 06, 2012, 02:53:46 pm »

Having trouble seeing a difference here...

General ENIGMA / Re: Use git instead of SVN.
« on: January 04, 2012, 03:36:48 pm »
SVN's branches are just total copies of one folder to another. This takes up very little space, since it can just say "this is the same as folder X at revision Y". It does actually have the full history behind each file, due to this linking nature. The branch does, however, get out of date if you don't merge the trunk with it, which means you should either regularly merge, or merge before reintegrating.

SVN has actually gotten a lot smarter at merging files, too. Usually you can merge a file with changes on both ends without issue, provided you didn't modify the same line. Every now and then it does get fussy over something silly, though.

Just to clarify what SVN does. I, of course, see loads of benefits to using GIT over SVN, provided I can figure out how to work it.

General ENIGMA / Re: Use git instead of SVN.
« on: January 03, 2012, 04:37:32 pm »
When I get the chance, I'll start porting the updater to JGit (and/or browse for alternatives to JGit). It's completely self-contained, as can be seen by the method of turning it off (just delete svnkit.jar).

If you guys want to go ahead and start porting ENIGMA's SVN to GIT, whatever that entails, be my guest. It'll make my job easier because then I'll have a working repository to test against.

Unfortunately, while I have a ton of experience with SVN, I only have a tiny bit of experience with GIT, so either I'm going to have to do some learning, or someone else is going to have to be our resident repository expert.

Announcements / Re: Ludum Dare 22
« on: December 21, 2011, 05:22:33 pm »
<-- I am now Satan (666 posts).

LGM duplication is resolved in the r554, essentially the LGM revision immediately after the one included in the current ENIGMA repo. Reason being, I have not been able to build that for ENIGMA since my working copy is dirty with a half-working JoshEdit. Once JoshEdit is usable, we're gonna have a massive rollover commit. Anyone who can follow a wiki page could have built it themselves, but it is a time-consuming process. Sorry about that. Hoping to get JoshEdit working and that commit through as soon as possible.

Issues Help Desk / Re: Installation Woes
« on: December 17, 2011, 03:10:17 am »
We actually have been trying to keep stable working. But for some reason, the last stable that we made doesn't work anymore, even though I'm positive it did for a month after we released it. I think it has to do with mingw-get. This would probably be consistent with why it worked for a month and then suddenly stopped working - mingw-get now fetches incompatible targets.
Moral of the story, don't blame Stable, blame mingw-get.

In the meantime, I've defaulted the checkout to always use Trunk until we can get Stable sorted out (but waiting on JoshEdit until I can commit that change). Translation: I've hacked out some of the burnt pieces, but it'd be awfully nice if we could figure out why we're burning this fish, because otherwise this is just going to keep leading to more and more burned parts being hacked out until we're left with dregs and morsels of an installer/updater.

I will mention that the build process is officially documented and maintained on the Wiki:
and has been updated somewhat recently to account for broken MinGW and such.

Proposals / Re: Advanced Code-Based Object Editor
« on: December 01, 2011, 07:28:58 pm »
This is an Advanced editor that would only replace the normal object editor if you choose so from the (currently non-existant) settings pane (or elsewhere, if there's a consensus for that). You can just as easily switch back to the one we're all familiar with by going to the settings pane again and turning it off. Additionally, the original non-advanced one will be the default.

I'm not sure if that answers your question?

Proposals / Re: Advanced Code-Based Object Editor
« on: December 01, 2011, 01:24:33 pm »
polygone: That's kinda what I was leaning towards/hinting at with my Idea # points. I'd still consider adding a toolbar, though, with buttons to quickly hide/collapse/show/expand the properties/events panels, since pinpointing those little expansion arrows on the splitter can be a pain.

luis: duly noted

Rusky: I don't think you do need a huge frame, if you can collapse/hide all the other panels, so that it looks very similar to the Script Editor. When expanding/showing the collapsed/hidden panels, they could 1) overlap the code editor (like an in-built dialog), 2) compress the code editor, 3) be a dialog (annoying), or 4) resize the frame (kinda a pain)

Proposals / Re: Advanced Code-Based Object Editor
« on: December 01, 2011, 12:24:36 am »
The idea behind the Advanced Code Editor is to quickly drop the user into a code editor so they can type their code right away. Adding a code block by default won't achieve that unless it also either opens the dialog (somewhat annoying) or shows an in-line code area like luis described (which would end up either being tiny, or would force the Object Frame to be huge)

The D&D-tabs-expand-their-panels idea is a good idea, but only useful if you actually use D&D (which is usually not the case for people who wish to switch to the Advanced Editor). As for idea 4, I was thinking *either* dialog box *or* show/hide panel.

Proposals / Advanced Code-Based Object Editor
« on: November 30, 2011, 05:04:52 pm »
One of the popular proposed changes for LGM has been to get rid of DND for the more advanced users, and replace it with a quick-and-easy code editor. I'm a big fan of this myself, and while designing the Object Editor, I consciously added an extra area of code for dealing with said 'advanced mode' once a design was fleshed out.

The reason it hasn't happened yet is primarily just that - a design has yet to be fleshed out. Hence the purpose of this topic. I'd like to summon the community forth to discuss and design the new Advanced Object Editor.

So open up your MS/Kolour Paints, your GIMPs, and your InkScapes, and put forth some ideas. Include multiple images to demonstrate any non-obvious content that hides (e.g. if you are going to keep the DND panel, but just hide it until they press a button, indicate how it would look with and without the button pressed, and how that would interact with the code editor).

Currently, as a reminder to you guys of a somewhat hidden feature, if you double-click in the ActionsList (the third panel, between Events and DND Pane), a Piece of Code DND action will be added, and the editor for that is shown. This is nice, but it would be nicer if this could be entirely built in for advanced users.

My first thought was to just replace the DND pane and Actions List, but the Properties and Events panes (1st and 2nd panes, respectively) restrict horizontal space.

Idea 1: Combine the Properties and Events pane? (tabs maybe?)

Idea 2: Combine the properties and events into a Toolbar? This could be too cluttered.

Idea 3: Events could use a combo dropdown box, although that might be a step down from what it is now.

Idea 4: Have buttons to show/hide the properties/events. Properties could even potentially be made into an additional dialog box.

Just throwing some ideas out there to get you started.

Announcements / Re: New LGM Backend Map/List
« on: November 23, 2011, 09:48:43 pm »
Between a screenshot, the latest revision, and a boolean variable that you can change to see them in action, I'm pretty sure Josh is already convinced that I'm working on them.

Announcements / Re: New LGM Backend Map/List
« on: November 22, 2011, 08:49:48 pm »
Working on them as I speak.

Announcements / New LGM Backend Map/List
« on: November 20, 2011, 02:54:58 pm »
As of LateralGM r549 and ENIGMA r944 (and later), a new LGM backend system has been put in place. The prior system made heavy use of hard-coded lists for each resource type, which was not modular - meaning that it was causing difficulties for adding new resource types (like Overworlds and Definitions et al). The new system completely modularized this so that everything is put in a map, and may either be a non-instantiable resource (like Game Info) or instantiable (like Sprites). The former system didn't include non-instantiable resources in the map, so this is somewhat new territory.

That said, since this is somewhat new territory, we are proceeding with CAUTION. Although I have tested this pretty thoroughly, it's still hard to anticipate all the potential problems this could cause. Please back up your important games before using the new revisions. Please keep an eye open for any resources behaving strangely - including Game Settings, Game Information, and Enigma Settings. One hypothetical example of behavior that would be considered strange: "I press new game, and look at my Game Settings, and it's set this one way. I press new game again, and look at Game Settings, and now the settings are completely different." So keep an eye out for anything like that that might happen.

Also, this warning applies to the next several revisions as well:
1) Oftentimes revisions will update unrelated stuff, so any existing bugs will not necessarily be corrected.
2) Work is going to continue in this modularization in order to bring us new resource types (like Overworlds and Definitions) based on this new backend (which now allows us to do this). Some of the bugs I may have introduced may be hidden, but will be brought forward and made more visible with these new changes.

On the other hand, it's entirely possible (and likely) that this change was so smooth that it caused no new bugs or issues.

Either way (TL;DR version):
1) It's always good practice to back up your games, ESPECIALLY when using LateralGM/ENIGMA.
2) LateralGM is becoming more and more modular, which means that we're really starting to open the doors for new resource kinds.
3) If you notice a bug or strange behavior, as always, report it.

Issues Help Desk / Re: svnkit error
« on: November 13, 2011, 07:26:11 pm »
Right place, wrong time, that's all.

Announcements / Re: We can't decide
« on: November 12, 2011, 03:49:04 am »
In other news, I'm pretty much done with my hacked-together solution to dynamic resources, and it has been tested satisfactorily to demonstrate that it works. Current issue is that I can't get Subclipse working properly, and I think it may be because of a JavaHL issue (fresh install of Eclipse and Subclipse on Ubuntu 11.10).
Also, I don't remember why the fuck I did this hack-together in the first place... v_v I think (read: fear) it may have just been to fix a single suppressed warning that was bugging me (actually, more of a generics error that was suppressed by using reflection, thus being able to depend on erasure - a hack of a hack that's been replaced by a few more suppressed warnings that may or may not have displaced, reduced, or increased the prior number of suppressed warnings).

Once I figure out how to get Subclipse working, I'll review my code and then commit it so that you can all start bitching about how I broke everything.