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Author Topic: wxENIGMA Crossplatform IDE in Code::Blocks  (Read 31489 times)
Offline (Male) Goombert
Posted on: March 03, 2013, 10:40:16 pm

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This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.
« Last Edit: March 23, 2013, 08:52:11 pm by Robert B Colton » Logged
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.

Offline (Unknown gender) gra
Reply #1 Posted on: March 04, 2013, 01:15:38 am

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wow , i follow this project, java is problem,
after 3-4hour java dont refresh screen viev and give problem,
i restart after 3-4hours  ;) but new ide is real solution
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Offline (Unknown gender) fervi
Reply #2 Posted on: March 04, 2013, 08:29:59 am
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Wow! Java isn't crossplatform ...

OFC. Project will be probably good, but LateralGM work nice, so maybe this project is needless? Ofc. C++ is faster than Java.

As your wish, but LGM works great too

Fervi
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Offline (Unknown gender) TheExDeus
Reply #3 Posted on: March 04, 2013, 09:38:04 am

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Looks good. I don't have that many problems with LGM either, though Java tends to be a memory hog. Until I see it at the stage you want to make it I won't have any suggestions. I guess D&D will not be supported here right? Like everything is purely based on code?
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Offline (Unknown gender) gra
Reply #4 Posted on: March 04, 2013, 02:46:59 pm

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the project not is usable for now? what is the state of wxEnigma?
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Offline (Unknown gender) TheExDeus
Reply #5 Posted on: March 04, 2013, 04:45:10 pm

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I actually don't like when resources are not bound to default groups, but I guess its optional. Even if you don't put a legacy feature in there I can still create my own Object/Sprite/Script etc. folders and just drag everything there. Just how I like to right-click objects folder and then "Add object" instead of some top icon. But all of this is a preference and everyone can adapt. More of a question is won't this break GM file standard compatibility or you don't plan to support them and just use EGM?
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Offline (Unknown gender) gra
Reply #6 Posted on: March 05, 2013, 06:02:07 am

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Quote
but LateralGM work nice
lgm ide , have a memory issue on ubuntu12.10 with gnome failback (240mb ram consumed)
on old mashine :
pentium 1100mhz 1000mb ram lol, not good
the compiler tell me that the memory is out ,
works nice on iper pc ahahha
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Offline (Unknown gender) forthevin
Reply #7 Posted on: March 05, 2013, 06:27:08 am

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I think this sounds very interesting. The two main features I can think of that I would really like is a room editor like in LateralGM, as well as the possibility of easily using a version control system while using the editor.

For the version control systems, I don't necessarily want them integrated directly into the editor, rather just being able to use them simultaneously and having changes from the VCS reflected in the editor or vice versa. That would be very nice.
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Offline (Male) Josh @ Dreamland
Reply #8 Posted on: March 05, 2013, 08:50:27 am

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Could I get you to elaborate on that a bit more, forthevin? The EGM file format is just a filestructure; it's nostalgic to compression and archive format. What I mean is, you can use EGM files as simple directories, by its specification (not sure where LGM's support on that stands). That said, version control for your project is presently (supposed to be) as easy as your platform makes it. What, specifically, would you like the IDE to do on top of that?
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Offline (Unknown gender) forthevin
Reply #9 Posted on: March 05, 2013, 10:14:14 am

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I think I should have been clearer. I do believe that EGM can be used for what I want. Basically, while you are using the IDE, you can access the files inside the game (like object files, room files, etc.) outside of the IDE, modify them in some way (a text editor, a pull through git, etc.), and you can then refresh the IDE (or similar) to get the changes, without having to restart the IDE. Likewise, if you change something inside the IDE, it will be reflected in the file system, and the VCS can see the changes.

An example of what I am talking about is gedit. You change a file inside gedit, save it, and it is reflected in the file system. If you then change a file you have open in gedit outside of gedit (for instance through another text editor or pulling some updates) and you switch to the view of the file in gedit in which the changes have been made, gedit informs you that the file has changed, and offers to either reload the file or cancel reloading. Basically, gedit checks the status of the files on the file system and reacts on it. I know that other editors like Eclipse and NetBeans have similar handling of files changing on the system.

Currently in LateralGM, if you save as an EGM, the game is stored compressed in EGM. If you go into the EGM file without unpacking it and make changes in it, LateralGM is unaffected. If you restart LateralGM, it will see the changes you made to the EGM. Basically, what I want the editor to do is to detect any changes in the EGM file, and handle it in some way, without having to restart the editor.

So I guess what I actually want is for the editor to detect changes on the file system (for instance coming from some VCS) and handle it, such that the editor does not need to be restarted. That would enable it to work well together with different VCSes.
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Offline (Male) Josh @ Dreamland
Reply #10 Posted on: March 05, 2013, 03:09:08 pm

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I'm not certain how to do that myself, actually; it's been a subject of interest of mine for some time. I think that Java provides a frontend for it, but I imagine we'd need to look into how to do that on each of POSIX and Win32 for the purpose of this IDE.
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Offline (Male) Goombert
Reply #11 Posted on: March 05, 2013, 03:33:34 pm

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See Josh I told you some people would like a non-restrictive non emulated project file structure.
« Last Edit: September 08, 2017, 08:33:11 am by Goombert » Logged
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.

Offline (Male) Josh @ Dreamland
Reply #12 Posted on: March 05, 2013, 05:28:38 pm

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I never disagreed to that, Robert. Version control is half the reason we chose to develop EGM as we did. It was 100% of the reason we chose to add directory versions to its specification.

The reason we offer an archived version is because some users like their source to be a single module, and Zip is a very developed format for that sort of thing. Even if LGM/wxE did corrupt the zip somehow, very good recovery tools exist for Zip. Zip's also relatively fast (though not as fast as the uncompressed directory version).

But, again, the EGM specification says it should support both.
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Offline (Unknown gender) TheExDeus
Reply #13 Posted on: March 06, 2013, 04:31:07 am

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The logo should be more symbolic, by which I mean logos shouldn't have too many details and such. And if the IDE is for ENIGMA then maybe just incorporate ENIGMA logo as the IDE logo. All in all this seems to be a massive effort and do you have an ETA until it will be at the level of LGM? Probably when this is finished: http://enigma-dev.org/v5test/# .
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Offline (Male) polygone
Reply #14 Posted on: March 06, 2013, 06:18:05 am

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Yeah I don't think it needs a completely different logo, the ENIGMA logo is fine as it is and actually represents the product; you could just stick a wx in it.
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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