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1516
Issues Help Desk / Re: Segfalt with enigma compiler
« on: December 30, 2010, 03:33:51 pm »
The hard part is actually doing anything with JEdit. I've been thinking a compatibility tool for GM users would be desirable.
The real struggle is getting people to be aware of the components of ENIGMA that GM simply doesn't offer. They'll have to ease into it, which means lots of compatibility settings. It wouldn't be wise to just replace all comparison = with == upon loading a GM6, because users wouldn't learn anything (they'd still use =, then file a bug report when it failed).
Right now the idea is to have two settings panes saved; one for creating EGM files, another for loading/creating GM6 files. That, however, requires collaboration between ism and myself, so...
The real struggle is getting people to be aware of the components of ENIGMA that GM simply doesn't offer. They'll have to ease into it, which means lots of compatibility settings. It wouldn't be wise to just replace all comparison = with == upon loading a GM6, because users wouldn't learn anything (they'd still use =, then file a bug report when it failed).
Right now the idea is to have two settings panes saved; one for creating EGM files, another for loading/creating GM6 files. That, however, requires collaboration between ism and myself, so...
1517
Issues Help Desk / Re: Segfalt with enigma compiler
« on: December 29, 2010, 01:39:13 pm »
Now if only the type coercer were so competent. That's what I get for adopting an even remotely standard method.
...
...
1518
Issues Help Desk / Re: Segfalt with enigma compiler
« on: December 29, 2010, 11:05:50 am »
I just fixed that segfault a bit ago, but haven't yet committed it due to an issue that came with it.
I'd appreciate it if you linked to them with their description (should the top 10 change).
I'd appreciate it if you linked to them with their description (should the top 10 change).
1519
Proposals / Re: Additions to new platform system
« on: December 28, 2010, 11:28:14 pm »
C:\MinGW\bin\
/usr/bin/
fuk:i:r:apple:xcode:fuck:stuffthatsworthitssize:stuffwestolefromgnu:bin
C:\DevKitPRO\DevKitPPC\bin\
/usr/bin/
fuk:i:r:apple:xcode:fuck:stuffthatsworthitssize:stuffwestolefromgnu:bin
C:\DevKitPRO\DevKitPPC\bin\
1520
Proposals / Re: Additions to new platform system
« on: December 27, 2010, 03:56:54 pm »
TGMG:
Please extend this: http://enigma-dev.org/docs/wiki/index.php?title=Compilers/
And this: http://enigma-dev.org/docs/wiki/index.php?title=Module_hierarchy
I'm not opposed to having a Makefiles/ folder of the same design under SHELL/.
Please extend this: http://enigma-dev.org/docs/wiki/index.php?title=Compilers/
And this: http://enigma-dev.org/docs/wiki/index.php?title=Module_hierarchy
I'm not opposed to having a Makefiles/ folder of the same design under SHELL/.
1521
Function Peer Review / Re: distance_to_object
« on: December 26, 2010, 06:16:01 pm »
Not to mention, enigma::fetch_inst_iter_by_int(object) is literally as efficient as can be. It is, in fact, the function that composes with(). It is set up such that there is no way to make it any faster; the iterator it returns accounts for all aspects of instance iteration, including ID, object index with heredity, and keywords such as all, other, or noone.
1522
Proposals / Re: Introduction / Profile Forum?
« on: December 26, 2010, 11:03:23 am »
Oh, haha. I thought you were talking about docs in general. I saw something about replies being useful, and figured you were thinking that discussion on a particular piece of ENIGMA would promote understanding for future readers.
Anyway, what you're describing is what SourceForge has. A competency level for each language. We could tailor it to ENIGMA, giving a competency level for each system or function set, I suppose. And by "we," I mean someone who isn't me. I despise PHP.
Anyway, what you're describing is what SourceForge has. A competency level for each language. We could tailor it to ENIGMA, giving a competency level for each system or function set, I suppose. And by "we," I mean someone who isn't me. I despise PHP.
1523
Proposals / Re: Welcome PM
« on: December 26, 2010, 10:58:40 am »
Good point. We'll probably set something up like that when ENIGMA's Windows installer is tailored to beginners.
1524
Proposals / Re: Introduction / Profile Forum?
« on: December 26, 2010, 10:51:49 am »
That's why I implemented our current policy on bullshit. People make up nonsense about what they need to know about a system, and the developer fills it in.
1525
General ENIGMA / Re: Some common GML issues, and dealing with them in Enigma?
« on: December 25, 2010, 11:35:05 am »
I don't see how. A function is a function....
1526
General ENIGMA / Re: Some common GML issues, and dealing with them in Enigma?
« on: December 24, 2010, 09:21:39 am »
Not sure. We could just abuse the const keyword, like so:
Code: (EDL) [Select]
when (x >= const(argument0))
game_save();
1527
General ENIGMA / Re: Some common GML issues, and dealing with them in Enigma?
« on: December 24, 2010, 07:38:45 am »
You seemed to expect when() to fire for each call when you called it in that script. Each when would have only one id, but there's an issue with that, anyway; neither x nor argument0 is a constant. We haven't specified any way of denoting that one of the parameters passed to when() is constant. So when that when() was called, the condition x > argument0 would be superimposed on the step event, and that check would be done each step verbatim.
1528
General ENIGMA / Re: ENIGMA games on DS
« on: December 24, 2010, 07:17:58 am »
I'll be dealing with most of the problems you named for the DS when I do the Wii version. Sprites will need overhaul for use on phones anyway (for starters, storing them in strips rather than in individual texture buffers).
The DS -does- support 3D, though, and I do not intend to forsake that functionality. Just leave that part to me.
I'm presently combating something nasty with the compiler. When I'm done with that, I'm going to spend the next couple days making sure I got the job done, then I'll begin the Wii port which will use a custom GX graphics system. That is the only way ENIGMA will ever work at any considerably efficient rate on the DS. The prospect of Game Maker for DS existing infuriates me, but this is the one platform that I can say beyond the shadow of a doubt that GM will not even stand a snowball's chance in hell against ENIGMA. Every fucking microsecond finally counts, and that miserable interpreter of there's will be the end of them.
The DS -does- support 3D, though, and I do not intend to forsake that functionality. Just leave that part to me.
I'm presently combating something nasty with the compiler. When I'm done with that, I'm going to spend the next couple days making sure I got the job done, then I'll begin the Wii port which will use a custom GX graphics system. That is the only way ENIGMA will ever work at any considerably efficient rate on the DS. The prospect of Game Maker for DS existing infuriates me, but this is the one platform that I can say beyond the shadow of a doubt that GM will not even stand a snowball's chance in hell against ENIGMA. Every fucking microsecond finally counts, and that miserable interpreter of there's will be the end of them.
1529
Announcements / Re: Collisions update
« on: December 23, 2010, 09:52:43 pm »
I'm always talking about performance, Rusky. Like everything else in GM, collision choices are relatively limited.
I'm not presently able to test your file, MrGriggs; I'll do so when I'm done working on this type resolver.
I'm not presently able to test your file, MrGriggs; I'll do so when I'm done working on this type resolver.
1530
Function Peer Review / Re: distance_to_object
« on: December 23, 2010, 09:51:47 pm »
Issue is, I don't know what GM does either. It does compensate for something like a bbox, but I'm not sure if it calculates the distance between the closest two points in the entirety of either mask, or if it calculates the distance between those along a straight line, or if it just defaults to bbox (which would be the only reasonable method), and if in that case it uses a rotated bbox or just a standard one... I'm in the dark on it. But I might accept Retro's bottom function. Provided, of course, that dist_ranges be made inline or into a macro.
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