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Messages - RetroX

Announcements / Re: Subject
« on: July 23, 2009, 12:30:41 pm »
I don't understand how casting to the global scope would work, really.
unsigned int x; // x is unsigned int
x=(signed int)x; // x is signed int

unsigned int x; // x is unsigned int
x=(signed)x; // x is signed int

local int x; // x is a local int
x=(global int)x; // x is a global int

local int x; // x is a local int
x=(global)x; // x is a global int

General ENIGMA / Re: Game Maker 8
« on: July 22, 2009, 06:39:21 pm »
Wow, that sounds really useful.  GM8 is better than I thought.

Announcements / Re: Subject
« on: July 22, 2009, 06:36:51 pm »
I pretty much do the same thing.  I like to keep things consistent, and when I find something better than what I used to do, I edit everything else to do the same thing.  I used to use "i+=1" in all my scripts.  I changed them all manually to "i++" because my opinion changed from "why do I care" to "hey, it's faster."

And while you don't have to update the completed functions list, at least update it when R4 is released.

Local is good.  It's always nice to have the default as an option to set, even when it does nothing normally.  Will (local) and (global) typecasting be possible?

And here's an idea - debug mode makes console applications, which cout information about the functions run (similar to how Code::Blocks compiles all debug projects as console), and LGM can set an optional logfile to store the information in.  Plus, closing the console will instantly kill the process, so if the window freezes, you can still easily exit.  Just displaying the function and the argument values would be plenty, since you could easily know what lines were executed in case a fatal error happens.

General ENIGMA / Re: Game Maker 8
« on: July 20, 2009, 10:24:26 pm »
Alpha support really is a lot more letting LGM handle them rather than coding them, because I'm pretty sure OpenGL natively supports them in the resource setup we have (either that or just changing 24 to 32 for bit-depth somewhere).

And speaking of which, does this remove the 32x32 icon limit?  Either way, LGM needs to remove that.

And did they finally add collision_triangle?  It would be nice to have a collision_triangle and a collision_quad (which really just uses the triangles, but whatever), but I know YYG will never do it until GM10.

Off-Topic / Re: RIP Billy Mays
« on: July 19, 2009, 07:44:56 am »
All I got from that was "advertisement salesman". What?
That's Billy, and he's awesome.

« on: July 01, 2009, 08:51:18 pm »
I know he's annoying, but is this really necessary

SHUPAER123'S HOME / Re: Linux Game maker
« on: June 30, 2009, 02:04:07 pm »
A video is no proof.

Off-Topic / Re: RIP Billy Mays
« on: June 29, 2009, 02:56:03 pm »
I find it lol that he's the one of the four that people care the most about.

Although I'm one of those people. :(

Billy was awesome.

Announcements / Re: Expression Evaluator complete.
« on: June 18, 2009, 07:51:54 am »
And on that note, I think using a single = in ENIGMA when compiling doesn't work either. >_>

Announcements / Re: Expression Evaluator complete.
« on: June 17, 2009, 04:18:50 pm »
On the GML one:

Error at 2: can't assign to that

Does that mean it works on the C++ one, or you just mentioned it because it's GML which allows that?

Issues Help Desk / Re: Wildclass double declaration halts compile
« on: June 14, 2009, 11:34:38 am »
Although each newly created instance is destroyed after 240 frames (2 seconds at full FPS, which probably won't happen), and if I change the emitter to only make a new one every 60 frames, it'll probably stop around 960 instances or somewhere around that.

Issues Help Desk / Wildclass double declaration halts compile
« on: June 14, 2009, 10:10:58 am »

I want this to work in ENIGMA, because it's 5 FPS in GM for me. D:

Tips, Tutorials, Examples / A random function
« on: June 10, 2009, 06:17:41 pm »

Add "int draw_arrow(double x1,double y1,double x2,double y2,double size)" to the fnames.txt file.

Add the following to ENIGMAsystem\SHELL\Graphics_Systems\OpenGL\GMstdraw.h:
int draw_arrow(double x1,double y1,double x2,double y2,double size)
      double dir_left=point_direction(x1,y1,x2,y2);
        glVertex2f(x1, y1);
        glVertex2f(x2, y2);
      double ALx= cos((dir+135)/180.0*pi)*(size/2);
      double ALy=-sin((dir+135)/180.0*pi)*(size/2);
      double ARx= cos((dir+135)/180.0*pi)*(size/2);
      double ARy=-sin((dir+135)/180.0*pi)*(size/2);
        glVertex2f(x2, y2);
        glVertex2f(x2+ALx, y2+ALy);
      glVertex2f(x2+ARx, y2+ARy);
        return 0;

I looked for a simple and random function in the list that needed to be done, and here it is.

Issues Help Desk / Re: Lol
« on: June 09, 2009, 05:32:57 pm »
I thought Ubuntu and Fedora were made in C++. >_>

I've been foiled again!