Goombert
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Posted on: April 26, 2014, 04:55:02 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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So I have finally got around to fixing the remaining inheritance issues, mainly event_inherited now works inside all events including alarms, collisions, et all, I also fixed the No More Health event from firing more than once, it behaves as GM8.1 and Studio now. I also fixed the debug warnings in an empty game. I did these changes with the help of Josh, and he approves them as well. I have tested several individual cases to ensure that the fixes work, that none of the old behavior has broken, and that no new issues have arisen. I also tested on several EDC games and some of your individual games that you all have sent me over a period of some time. To test these changes you can pull from master, or simply download the new Portable ZIP. If you encounter any issues as a result of these changes please notify me immediately and I will fix them right away. http://enigma-dev.org/docs/Wiki/Install:WindowsI will also take time to respond to the rest of your bug reports later today.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #5 Posted on: April 28, 2014, 04:37:13 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Ok, so couple of questions. The inheritance did work correctly in your game though right? And was your game saved as an EGM? It probably never had the setting because it was a new setting, if you set it true and save again it should be set to true every time you load after that.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #7 Posted on: April 28, 2014, 04:50:25 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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I can't really do that ego, I'd have to make a special exception for that one setting, right now the EGM reader just sees if you have the setting entered and if not sets it to 0/null/or false.
Anyway, the setting is so that people who use parenting only for collision detection, people like cheeseboy, but don't actually want the objects inheriting anything. The only reason I agreed to add it for him was so that if users had issues resulting from my inheritance additions they could turn it off and make sure its not my event inheritance code causing the issue.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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TheExDeus
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Reply #10 Posted on: April 29, 2014, 07:07:16 am |
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Joined: Apr 2008
Posts: 1860
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As objects inheritance should work without any problems right now, i think we should remove this option, and have objects inheritance always activated. Otherwise new comers (usually they are already GM users), will try to load their projects and think objects inheritance is not working. There are many, like me for example, that don't use inheritance EVER. So removing the possibility to disable useless functionality isn't a good idea. Especially if the option works. So default behavior could be changed, but I doubt this should be removed. I have used GM since about 2002 and I have actually used inheritance once, when I was following a tutorial.
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Goombert
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Reply #13 Posted on: April 29, 2014, 05:18:04 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Inheritance is very important if you try to make a very big game, it's not quite as important in GM because of the pretty much unified type system (all objects inherit the same default locals).
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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