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Messages - Josh @ Dreamland

Tips, Tutorials, Examples / Re: motion_add();
« on: November 16, 2008, 04:35:50 PM »
No, assemblers assemble code. You just write it.

Announcements / Progress report
« on: November 16, 2008, 09:41:36 AM »
Just so you people know I'm still alive.

I've fixed a lot since R3. You'll find basically all of this on the todo page, but since many aren't aware it exists, I'm posting it here.
  • I redid pretty much everything and remade the syntax file (fnames.txt). And by redid everything, I mean I went over all the code and made corrections, minor, optimizational, or otherwise.
  • draw_text no longer messes up the projection.
  • Variables declared in scripts now work in any object that runs the script
  • room_restart() and game_end() are now implemented. I also added room_next() and room_previous(), though it should be noted room errors in enigma are not fatal. (Division by zero, however, is VERY fatal. Don't divide by zero, ...<_<
  • WILDCLASS now uses pointer-to-pointer-to types. Any kind of variable can now be referenced between objects.
  • The script-path tracer is fixed, scripts are totally fine now.
  • The parser's treating of typenames and casts is now fixed. The system makes a lot of assumptions that my thinking suggests are safe bets 100% of the time. In case of any compile errors in the upcoming release, PLEASE inform me.
  • Array indexes involving arithmetic now work. What a sad glitch I had missed.
  • The window resizes as room changes.
  • Room background color is no longer inverted.
  • Decimals with no preceding whole integer work again.
  • Window functions now actually work. I just never bothered to test them before R3.
  • Build mode will no longer freeze if either of the grid dimensions is set to zero.
  • Friction is now accurate.
  • Sprite indexes are now initialized properly.
  • Views work 100% now.
  • keyboard_check... and mouse_check... now use correct types.
  • Instances that skipped an id number are no longer created twice.

I also have a special surprise in store, of which I'm sure a few of you are already aware. You'll be hearing about it quite soon.

As one last thing, ENIGMA R3b shouldn't be very long either. I'm mostly waiting for Luda to finish Colligma while going back and fixing errors, at this point.

What I'm currently working on:
- Redoing instances to fix a potential problem with rooms, as well as implement depth
- Working with create events and destroy events to avoid more problems with rooms

What I've recently done:
- Added something called PCS, or "Pre/Post-compile script", which will allow you to pass parameters to GCC as well as execute functions on the exe before resources are added. This will really help with filesize and speed.


Tips, Tutorials, Examples / Re: show_message()
« on: November 16, 2008, 09:20:26 AM »

Issues Help Desk / Re: collision_rectangle
« on: November 16, 2008, 09:16:16 AM »
there was one, actually. It's in my demonstration platformer. :P

Issues Help Desk / Re: ds_list_ functions
« on: November 16, 2008, 09:07:47 AM »
ds_list was done by Rusky. I have still yet to implement it, or test it for myself.

negmod was a general replacement for % after I discovered % didn't take doubles, and had trouble with negatives or something.

Either way, it's basically just (char) & 0xFF now.

Issues Help Desk / Re: A replacement for draw_text
« on: November 16, 2008, 09:05:35 AM »
It's there in R3, assuming it functions. Does it...?

Check if it's on my list of corrected bugs in R3b

Issues Help Desk / Re: Global variables
« on: November 16, 2008, 09:04:38 AM »
global. works, I believe. Certainly does now, and I'm pretty sure it did in R3.

Issues Help Desk / Re: How do we use our own CPP library files?
« on: November 16, 2008, 09:04:11 AM »
you could just include the file after its dependencies in SHELLmain.cpp, then add any newly implemented functions to fnames.txt.

Issues Help Desk / Re: A few questions...
« on: November 16, 2008, 09:02:56 AM »
What Rusky said.

I leave it there for debug purposes, mostly, but if you bypass the syntax checker you could just continue developing your GM project in C++, I suppose. As long as you were willing to add in all the missing functions yourself.

Function Peer Review / Re: The formula for finding point_distance.
« on: November 16, 2008, 08:59:04 AM »
XD @ i constant

Nah. C++ would just kill your game for you. ^_^

General ENIGMA / Re: working codelines blabla
« on: November 16, 2008, 08:52:20 AM »
I gave it an honest effort, but I guess what it boils down to is this:

fnames.txt is filtered C++ syntax.
LGM's (or whatever it is) is their own syntax that, mind you, is a real pain in the arse to convert to.

So every time I do something, I'd have to update it in mine, which I do a poor enough job of, and then I'd have to update it in theirs, too.

I'll see what I can do, though.

General ENIGMA / Re: A Different Event/Sprite/Sound System
« on: November 16, 2008, 08:48:34 AM »
I really hate SDL.

I'm kinda just posting at this point so I can tell which topics I've read and which I haven't. :P

General ENIGMA / Re: Writting Enigma's IDE in C#
« on: November 16, 2008, 08:46:02 AM »
What they said. Srsly.

General ENIGMA / Re: Alternate to cpp {}
« on: November 16, 2008, 08:44:39 AM »
Nah, that's again, silly.

cpp {} is for people who are well-versed with C++. I assumed people would mostly leave it alone, as it's totally unnecessary at this point. It's for raw power when you need it, as is asm{}, but no one's touched that. (Go figure)

Think for a second, though. ENIGMA converts your games to C++, right? But you're asking what about running GM functions in cpp {}? They're run in C++ all the time. The only differences you'll encounter are with functions like min() and max(), as they only take two parameters in C++; along with instance_destroy() as it has to be passed the ID. (instance_destroy(id))

This doesn't go for with(), though, which is only in EDL. switch() and things are also different.
This is why I don't see the point in using cpp {} at all, especially not like you just did. EDL is more versatile with if() statements and the sort, anyway. Why would you  want to use cpp{} in there? So when you say
Code: [Select]
if a=b {} You get a compile error?
So when you say
Code: [Select]
if (a=b) {} It sets a to b, then checks if b > 0?
Those don't sound like very fun problems to encounter.

General ENIGMA / Re: Enigma/GM, different code?
« on: November 16, 2008, 08:16:17 AM »
cpp {} isn't mandatory, you great sillies. It just gives you C++. (Go figure)

EDL is backwards compatible with GML. This means you can drag your nastiest GML into ENIGMA, and it will compile it.

I can't say they are totally compatible, however, because when you start taking advantage of features of compiled code, there's no going back to GML.