This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 »
346
Issues Help Desk / Re: Loading Error: Cannot Open My Game!
« on: May 20, 2011, 02:19:29 pm »
RetroX: It does create a .gb1 if you click "save".
sdj9383: Follow josh's instructions. Try opening the .gb1 file, as LGM/GM should have automatically created a backup for you. If you need to decompile the exe, first confirm that the exe was made with GM and not enigma, then simply locate and use the GM Decompiler (although you will lose the folder structure of your project - you'll still have all the resources, they'll just all be dumped under the primary resource folder with no sub-folders).
If the exe was created with ENIGMA, as long as you haven't tried compiling another game since then, the source files created by enigma should still have a lot of your data, if you don't mind reading through C++ source files.
As for the out of memory error, that certainly explains it. The following page contains information on how to expand the memory while running LGM from the command line:
http://enigma-dev.org/docs/Wiki/LateralGM:Memory
Note that ENIGMA.exe doesn't support command line arguments at this time, but ENIGMA.exe is mostly just for installation. Once enigma is installed, you should be able to run lgm directly instead.
sdj9383: Follow josh's instructions. Try opening the .gb1 file, as LGM/GM should have automatically created a backup for you. If you need to decompile the exe, first confirm that the exe was made with GM and not enigma, then simply locate and use the GM Decompiler (although you will lose the folder structure of your project - you'll still have all the resources, they'll just all be dumped under the primary resource folder with no sub-folders).
If the exe was created with ENIGMA, as long as you haven't tried compiling another game since then, the source files created by enigma should still have a lot of your data, if you don't mind reading through C++ source files.
As for the out of memory error, that certainly explains it. The following page contains information on how to expand the memory while running LGM from the command line:
http://enigma-dev.org/docs/Wiki/LateralGM:Memory
Note that ENIGMA.exe doesn't support command line arguments at this time, but ENIGMA.exe is mostly just for installation. Once enigma is installed, you should be able to run lgm directly instead.
347
Issues Help Desk / Re: Loading Error: Cannot Open My Game!
« on: May 19, 2011, 08:09:46 pm »
It looks like your file got truncated somehow. I don't think it can be recovered beyond that. Hopefully you remembered to make backups.
As for how it got truncated, I'd be interested in finding that out. Perhaps a power outage, or the program got terminated in the middle of a save, or copying/moving the file somehow truncated it. Perhaps the saving program ran into a problem/error mid-save and gave up. I don't have a clue. Maybe you might have more insights.
Remember to always run LGM from command line, and always report errors/exceptions immediately when you encounter them. Save-time errors are the most critical, because they can lead to truncated data, and once we have truncated data, there's not much we can do.
As for how it got truncated, I'd be interested in finding that out. Perhaps a power outage, or the program got terminated in the middle of a save, or copying/moving the file somehow truncated it. Perhaps the saving program ran into a problem/error mid-save and gave up. I don't have a clue. Maybe you might have more insights.
Remember to always run LGM from command line, and always report errors/exceptions immediately when you encounter them. Save-time errors are the most critical, because they can lead to truncated data, and once we have truncated data, there's not much we can do.
348
Issues Help Desk / Re: Android anyone?
« on: May 17, 2011, 11:48:45 pm »
I believe by the end of tomorrow the Android option will become available for Linux and Mac (and probably Windwos) via the latest repository revision. TGMG has been working on it.
As for more of an explanation, you'll have to tell us which step you're stuck at, and we can expand upon it.
As for more of an explanation, you'll have to tell us which step you're stuck at, and we can expand upon it.
349
Issues Help Desk / Re: Android anyone?
« on: May 13, 2011, 09:07:30 pm »
Any of the following:
1) Wait until someone figures out how to make it work and releases a fix
2) Badger people until someone figures out how to make it work and releases a fix
3) Figure out how to make it work and fix it yourself
4) Figure out how to make it work and keep the solution to yourself
1) Wait until someone figures out how to make it work and releases a fix
2) Badger people until someone figures out how to make it work and releases a fix
3) Figure out how to make it work and fix it yourself
4) Figure out how to make it work and keep the solution to yourself
350
Issues Help Desk / Re: Android anyone?
« on: May 13, 2011, 01:17:11 am »
You didn't do anything wrong, as far as I can tell, that's what I'd expect it to do, since the Android platform configuration file indicates that it can only be represented by a compiler that compiles for the Android target, and since none of the existing compiler configurations specify that they can compile for the Android target, there's no way that it could be listed.
Essentially, our Android maintainer (TGMG) needs to be informed that no compiler configuration lists Android as a target, which needs to be fixed.
In other words, for whichever compilers you listed, we don't yet know how to tell it to compile for Android. The Android maintainer (TGMG) probably does, but he hasn't come forward to update the compiler configurations yet. If you know, the configuration files are text, and fairly easy to understand and update, and documented well on our wiki.
Essentially, our Android maintainer (TGMG) needs to be informed that no compiler configuration lists Android as a target, which needs to be fixed.
In other words, for whichever compilers you listed, we don't yet know how to tell it to compile for Android. The Android maintainer (TGMG) probably does, but he hasn't come forward to update the compiler configurations yet. If you know, the configuration files are text, and fairly easy to understand and update, and documented well on our wiki.
351
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: May 12, 2011, 03:43:11 pm »
Windows users: Update at your own risk. After updating, copy ENIGMA.exe from dummystuff to root, delete Compilers/Windows/gcc.ey, and run ENIGMA.exe, which will cause the gcc.ey file to be regenerated with more appropriate settings.
352
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: May 12, 2011, 11:27:50 am »
So go through every glyph in the text and return the largest (height - baseline)?
As for your other question, that's a Josh question, since I don't have a clue about that stuff.
As for your other question, that's a Josh question, since I don't have a clue about that stuff.
353
Function Peer Review / Re: GML: All draw_text functions +(string_width, _height, _width_ext, _height_ext)
« on: May 12, 2011, 01:13:06 am »
If I'm not passing enough glyph information to the backend, just tell me what you need, and I'll add it. It was a rather rudimentary set of fields, but it seemed sufficient to me. A glyph has a height and a baseline. The y2 would be the difference between the two.
354
Third Party / Re: GMK Parsing library for C++
« on: May 10, 2011, 02:14:43 pm »Quote
A tube vid of it in action"it" seems to imply that you meant the library itself, and didn't imply a utilization of it. Very easy to get that mixed up - and I think most people here read it that way as well.
355
Issues Help Desk / Re: Examples?
« on: May 10, 2011, 01:42:42 pm »
Considering that the game is blatently stolen from YYG, I don't see why you wouldn't be allowed to edit and repost it.
358
Issues Help Desk / Re: Unable to Run (me too)
« on: May 04, 2011, 11:44:03 pm »
Sorry about that, I did some stupid copy-pasting.
Please delete:
ENIGMA-R4-r681-win/Compilers/Windows/gcc.ey
And rerun. It will try to configure some things, and a new version of the file will be regenerated. If that doesn't work, please paste the contents of gcc.ey here.
Please delete:
ENIGMA-R4-r681-win/Compilers/Windows/gcc.ey
And rerun. It will try to configure some things, and a new version of the file will be regenerated. If that doesn't work, please paste the contents of gcc.ey here.
359
Issues Help Desk / Re: Unable to Run (me too)
« on: May 04, 2011, 10:37:24 pm »
fredcobain:
Josh thinks you might be able to fix it by following these steps:
1) Copy ENIGMA-R4-r681-win/CompilerSource/stupidity-buffer/ENIGMA.exe to ENIGMA-R4-r681-win/ENIGMA.exe, overwriting any existing versions.
2) Delete ENIGMA-R4-r681-win/Compilers/LinuxWindows/gcc.ey
3) Run ENIGMA.exe and try your game again.
Josh thinks you might be able to fix it by following these steps:
1) Copy ENIGMA-R4-r681-win/CompilerSource/stupidity-buffer/ENIGMA.exe to ENIGMA-R4-r681-win/ENIGMA.exe, overwriting any existing versions.
2) Delete ENIGMA-R4-r681-win/Compilers/
3) Run ENIGMA.exe and try your game again.
360
Issues Help Desk / Re: Unable to Run (me too)
« on: May 04, 2011, 10:32:06 pm »Quote
I checked "stable" during the installation.