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1
General ENIGMA / Re: Leaving the project
« on: May 10, 2019, 04:22:01 pm »If you are refering to me, I'm definitely not justifying myself. I went on and on about how bad I feel about this whole situation, and my most previous comment was me just trying to lighten up the conversation. In all seriousness, I hope this is something we can all put behind us and continue working together, including cheeseboy, whatever that may look like.Mostly referring to Josh, you need to stop blaming yourself for the behaviour of others.
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General ENIGMA / Re: Leaving the project
« on: May 10, 2019, 04:11:40 am »
Just saying, I wouldn't waste my time justifying myself to this guy.
3
General ENIGMA / Re: My two cents on the (long dead) licensing situation.
« on: December 27, 2018, 10:22:51 am »Quote
As for your worries about somebody making a clone with big features and keeping it closed off it seems highly unlikely.Tell that to BSD.
4
Issues Help Desk / Re: Forum registration issues
« on: December 27, 2018, 10:17:15 am »
Why exactly aren't we just using a regular old CAPTCHA?
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Announcements / Re: RadialGM
« on: June 29, 2018, 03:25:21 am »i think you are doing a great job, however i dont know if will be open source as well and i would like to see the improvements, if is an IDE for enigma with the UI to create a game like GMS but without unusable items would be better, for that i dont use D&D i dont need those bunch of icons, only script and the events.The source is here: https://github.com/enigma-dev/RadialGM/
and im from now on waiting some advancements.
7
Ideas and Design / Re: Would anyone be interested in me redesigning the site?
« on: April 10, 2018, 01:24:00 pm »what is a rulecuck ??A rulecuck is someone who tries to make people follow rules or restrict things, that sort of thing. I was joking fyi.
apparently a 4chan term, i still don't know what it means tho
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Ideas and Design / Re: Would anyone be interested in me redesigning the site?
« on: April 09, 2018, 12:08:05 pm »Perhaps with this update we could get rid of the Nnosnese forum? It just makes the site and community look badRulecuck get out
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Ideas and Design / Re: Would anyone be interested in me redesigning the site?
« on: April 09, 2018, 10:03:30 am »
I do like your design, but I think the title should float above the screenshots. I do like NewPipe's website so that might give you some inspiration, the source is available if you'd like.
Also, please don't add a slide show, they're really annoying and distracting.
Also, please don't add a slide show, they're really annoying and distracting.
10
Works in Progress / Re: Desktop Dancer Applet beta testing for download and review
« on: March 10, 2018, 02:01:07 pm »
Haha, that's pretty fun
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Developing ENIGMA / make androidrun
« on: January 28, 2018, 08:07:21 am »
What makefile does this actually make (it's in Android.ey)? I'm looking into doing a cross compiler for the Onion Omega (it's a Raspberry Pi type thing) but I need it so it can automatically upload and run the program on it but I'm not sure how the Android export does this.
12
Off-Topic / The most efficient hashing function for the tags in .object.gmx files
« on: January 27, 2018, 04:29:08 pm »
I ran a little experiment to come up with the most efficient hashing algorithm I could for the XML tags use in .object.gmx files and I came up with this
If you only need a hashing algorithm that is specialised for its area, and its area is either object properties or action properties, this creates a unique hash and only needs 16-bits too, it also knocks off an operation as a bonus:
The code I used for testing is below, under the MIT licence:
https://gist.github.com/faissaloo/0c1dc4b8691f846249f0564f0e11bcf7
Enjoy!
Code: [Select]
<16-bit int> hash(string):
result=0
for i in string:
result<<=1
result^=i
return result
This algorithm has no collisions for any of the strings used for tags in .object.gmx files, only needs 16-bits and only uses the fastest operations on x86. You may be able to get better results if you were to pad out all strings read in and process them in chunks rather than character by character.If you only need a hashing algorithm that is specialised for its area, and its area is either object properties or action properties, this creates a unique hash and only needs 16-bits too, it also knocks off an operation as a bonus:
Code: [Select]
<16-bit int> hash(string):
result=0
for i in string:
result+=i
return result
The above however does have a collision if used for argument properties (and I mean, it's literally just one collision, between 'sprite' and 'string') or if used as a hashing algorithm for all tags in the file (this case has 2 collisions, 'sprite' with 'string' and 'script' with 'events').The code I used for testing is below, under the MIT licence:
https://gist.github.com/faissaloo/0c1dc4b8691f846249f0564f0e11bcf7
Enjoy!
13
Announcements / Re: I'll be upgrading CentOS today.
« on: January 19, 2018, 03:41:03 pm »Fixed the commit ticker at the top of the site.HTTPS Everywhere FTW
Something I didn't mention earlier is that I have issued redirects from http:// to https:// in the interests of user privacy and security. I hope you were all using HTTPS before that, but now it's required. Anyway, this had the side effect of breaking the commit ticker, which did not understand the HTTP 301 response. I've fixed that by adding an S to the GitHub URL.
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Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: January 06, 2018, 07:54:57 am »I apologize for taking so long to respond to this; I was on a trip.Braces are another name for curly brackets ('{' and '}'). It's telling you that it may have misinterpreted your use of 'else' as meaning something you didn't intend and so you should use curly brackets to clarify this for the compiler.
The variable's name is "Vacuum". Incidentally, when it loaded up, I also saw this alert:QuoteC:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:2279:7: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses]
if(action_if_variable(enigma::varaccess_Vacuum(int(self)), 1, 0))
What are "explicit braces"?
15
Issues Help Desk / Re: LateralGM doesn't delete *gmx files from the filesystem
« on: December 09, 2017, 04:27:09 pm »Hi,I don't believe this is a bug, iirc Game Maker does the same with GMX files.
I don't know if this might be intended for backup reasons but I just found out that LateralGM doesn't delete resources (Rooms, Sprites, etc) from the file system after they were deleted via context menu from the resources tree inside LGM. They disappear in LGM but still stay on the filesystem. This creates a mess in the project folder.
If I delete a room and add a new one with the same name it gets overwritten on the file system.
Is this a bug?
LateralGM Version: 1.8.7.11
Linux Mint 17.3 / 64Bit