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1172
Announcements / Merry Christmas!
« on: December 25, 2011, 01:05:50 pm »
Just posting to wish everyone a merry Christmas and whatnot.
I've not seen Ism in a few days, but polygone and HaRRi are working on this and that, and I've committed the first revision of my new C parser. Forgoing future holiday distractions, I should be done with it in the very near future; possibly before this year is over.
Not sure about you people, but I have things to celebrate and family to visit.
Cheers, of the Christmas variety.
I've not seen Ism in a few days, but polygone and HaRRi are working on this and that, and I've committed the first revision of my new C parser. Forgoing future holiday distractions, I should be done with it in the very near future; possibly before this year is over.
Not sure about you people, but I have things to celebrate and family to visit.
Cheers, of the Christmas variety.
1173
Issues Help Desk / Re: move_bounce_help
« on: December 24, 2011, 01:33:34 am »
Fede, shoo!
Anyway, jjtyler. People were griping at me the other day to do polygon-based collisions. I take it that's your vote?
Anyway, jjtyler. People were griping at me the other day to do polygon-based collisions. I take it that's your vote?
1174
Issues Help Desk / Re: Android anyone?
« on: December 23, 2011, 09:36:51 am »
Sorry. I was unaware XCode used a Windows-like resource system. I usually just tack resources onto the end of the game file like Mark does; it beats the hell out of asking Windows for it.
1175
Announcements / Ludum Dare 22
« on: December 19, 2011, 12:52:43 pm »
So, the next Ludum Dare has come and gone. ENIGMA's entrants have nearly doubled this round, increasing from two last time to a whopping three.
DeadlyFugu's ToastCat (Which is not a total nyan-cat ripoff).
Dazappa's The Last Leech.
My own OH COME ON.
Rusky also entered, but his game is in GMHTML5 and it blows (Also, I don't have a link to it and am too lazy to ask).
This was another huge learning experience for myself. I have a laundry list of about 15 bugs to deal with, right after I get the build system more operational.
Cheers
DeadlyFugu's ToastCat (Which is not a total nyan-cat ripoff).
Dazappa's The Last Leech.
My own OH COME ON.
Rusky also entered, but his game is in GMHTML5 and it blows (Also, I don't have a link to it and am too lazy to ask).
This was another huge learning experience for myself. I have a laundry list of about 15 bugs to deal with, right after I get the build system more operational.
Cheers
1176
Announcements / Re: Documentation
« on: December 17, 2011, 09:27:01 am »
Very nice! We've been talking about how we need someone that can put up with PHP again.
1177
Function Peer Review / Re: sprite_create_from_surface
« on: December 17, 2011, 09:19:27 am »
> What you do in spriteinit (the code that does the initial sprite loading) is that you go trough all sprites, call sprite_new_empty, and then for every subimage you do sprite_set_subimage, that's it. No additional allocating.
Yes.
>So it works and should work just fine, but for some reason it works only for like 4 times.
No.
The allocation for the initial sprite count is done in the sprite initialization code. Room for all included sprites is allocated, and the array is zeroed.
> I know this, and the only explanation I could think why my code doesn't work is that when I bind surface then I have to flip the projection again.
If rendering to surfaces work as they are, don't flip them. Otherwise, by all means.
Yes.
>So it works and should work just fine, but for some reason it works only for like 4 times.
No.
The allocation for the initial sprite count is done in the sprite initialization code. Room for all included sprites is allocated, and the array is zeroed.
> I know this, and the only explanation I could think why my code doesn't work is that when I bind surface then I have to flip the projection again.
If rendering to surfaces work as they are, don't flip them. Otherwise, by all means.
1178
Function Peer Review / Re: sprite_create_from_surface
« on: December 16, 2011, 08:19:41 pm »
We don't use PNG, we just zlib raw pixel data.
Anyway, that function of yours shouldn't work at all. The sprite_new_empty function doesn't do spritestructarray allocation; it just allocates a new sprite and assigns it to the existing array. I haven't added one that does all allocation.
Bitmap pixels are stored upside-down in the specification. The screen projection is already flipped vertically.
Anyway, that function of yours shouldn't work at all. The sprite_new_empty function doesn't do spritestructarray allocation; it just allocates a new sprite and assigns it to the existing array. I haven't added one that does all allocation.
Bitmap pixels are stored upside-down in the specification. The screen projection is already flipped vertically.
1179
Issues Help Desk / Re: Installation Woes
« on: December 16, 2011, 07:57:12 pm »
> Why is MiniGW requiring a workaround install, shouldn't this be fixed by now?
Unfortunately, we don't maintain the MinGW installer. Something is busted with it, and we haven't heard from the MinGW team on either of our bug reports.
> Can someone give me a reliable way to cleanly install Engima?
Without the automated MinGW installer, anything we rigged up would be a big hack. As far as distributing pre-built binaries, we may do this in the future, but with the engine and compiler changing as often as they do in this phase of development, it would prove to be a lot of hassle.
> Whats the deal with makefile and compiling, is this even a legitimate working feature or is it just completely sloshed and un-usable?
Compiling the engine is 100% necessary; it is how games are built. Hence, we decided to compile the engine on the user's side as well. This way, updates are seamless (provided, of course, it works in the first place).
That said, without knowing what is being printed to the console, I can't tell you for sure if the compilation is working or not. As HaRRi said, you should not need to edit the makefiles; they are designed to work on all platforms without modification. Compilation does take its toll on the processor, so it's not out of the question that your fan would be hauling for anywhere between a minute and five, depending on how old your computer is. If you don't think you've given it enough time to finish, give that a run, otherwise just paste some of the terminal output here and we'll tell you what's going on.
Cheers
Unfortunately, we don't maintain the MinGW installer. Something is busted with it, and we haven't heard from the MinGW team on either of our bug reports.
> Can someone give me a reliable way to cleanly install Engima?
Without the automated MinGW installer, anything we rigged up would be a big hack. As far as distributing pre-built binaries, we may do this in the future, but with the engine and compiler changing as often as they do in this phase of development, it would prove to be a lot of hassle.
> Whats the deal with makefile and compiling, is this even a legitimate working feature or is it just completely sloshed and un-usable?
Compiling the engine is 100% necessary; it is how games are built. Hence, we decided to compile the engine on the user's side as well. This way, updates are seamless (provided, of course, it works in the first place).
That said, without knowing what is being printed to the console, I can't tell you for sure if the compilation is working or not. As HaRRi said, you should not need to edit the makefiles; they are designed to work on all platforms without modification. Compilation does take its toll on the processor, so it's not out of the question that your fan would be hauling for anywhere between a minute and five, depending on how old your computer is. If you don't think you've given it enough time to finish, give that a run, otherwise just paste some of the terminal output here and we'll tell you what's going on.
Cheers
1181
Announcements / Re: Documentation
« on: December 13, 2011, 04:46:35 pm »
You and fucking IsmAvatar, polygone, always feeling the need to overcomplicate something simple.
Anyway, DarkAceZ, I'm not really worried about bots getting in. That captcha in the registration page was designed to keep out bots and sweat-shop captcha-filling humans (since they wouldn't be sent the agreement text to search for our names). It's done a pretty fantastic job thus far.
It's good to know that people are looking for that as well.
Anyway, DarkAceZ, I'm not really worried about bots getting in. That captcha in the registration page was designed to keep out bots and sweat-shop captcha-filling humans (since they wouldn't be sent the agreement text to search for our names). It's done a pretty fantastic job thus far.
It's good to know that people are looking for that as well.
1182
Announcements / Documentation
« on: December 13, 2011, 10:40:59 am »
We've had an influx of new members, lately, and while I can't be certain that more than a few of them are humans rather than AI-complete spam bots, much less attest to how they found us, I do know that ENIGMA's wiki is among the first (often the first) Google result for many GM functions. Issue is, our documentation on them was laid out by a bot, and thus is incomplete.
What I'm getting at is that the Wiki is likely how people have been or will be stumbling upon our site, and it doesn't look very good if we've got a thousand undocumented functions people are looking for information on. My first order of business upon finding an undocumented function in a Wiki is to curse and leave, not investigate the project.
That said, I'd like to divert some focus to it, and I'd certainly not mind help. If you would like to contribute to the project in some way, helping document the function on the Wiki would be a good one.Please refer to: http://enigma-dev.org/docs/Wiki/Function:Documentation Feel free to read that if you're in the mood for a novel, or just head to http://enigma-dev.org/docs/Wiki/Category:Function:Needs_documenting and start filling shit out.
Anyway, as for the state of the rest of the project:
So basically, the only source of commits lately has been Polygone working on 3D, since the rest of us are working on chunks of software with which to replace existing chunks.
Cheers; go work on the Wiki.
What I'm getting at is that the Wiki is likely how people have been or will be stumbling upon our site, and it doesn't look very good if we've got a thousand undocumented functions people are looking for information on. My first order of business upon finding an undocumented function in a Wiki is to curse and leave, not investigate the project.
That said, I'd like to divert some focus to it, and I'd certainly not mind help. If you would like to contribute to the project in some way, helping document the function on the Wiki would be a good one.
Anyway, as for the state of the rest of the project:
- Ism and I have been working on integrating the new text editor, of which we have been releasing test versions in the IRC. We won't be committing anything until we're sure nothing is getting trampled by it.
- Polygone has been working on the 3D functions, as you can probably tell by the 3D games showing up on the EDC.
- I've been working on the new C parser, which I will be keeping as a separate project on which ENIGMA will "depend" (we'll be keeping a copy of it in our repo, same as always, so don't worry).
So basically, the only source of commits lately has been Polygone working on 3D, since the rest of us are working on chunks of software with which to replace existing chunks.
Cheers; go work on the Wiki.
1183
Off-Topic / Re: Hey! I'm new!
« on: December 12, 2011, 12:12:26 pm »
Greetings!
We moved servers not...too...long ago, and after scrambling for a bit to get the site working, we kind of started ignoring the parts that don't. The person that laid out most of the site is being pummeled with more tests and coursework than you can shake a stick at, and the rest of the team would rather focus on ENIGMA itself, so the site has a couple broken bits. I'll see about fixing those image links.
I'm not sure what the images are supposed to be. Probably the little checkbox that tells you everything looks good.
Anyway, welcome to the forums. Most of the action is on the IRC, but every now and again we try to keep this place looking alive.
We moved servers not...too...long ago, and after scrambling for a bit to get the site working, we kind of started ignoring the parts that don't. The person that laid out most of the site is being pummeled with more tests and coursework than you can shake a stick at, and the rest of the team would rather focus on ENIGMA itself, so the site has a couple broken bits. I'll see about fixing those image links.
I'm not sure what the images are supposed to be. Probably the little checkbox that tells you everything looks good.
Anyway, welcome to the forums. Most of the action is on the IRC, but every now and again we try to keep this place looking alive.
1184
General ENIGMA / Re: YYG Linux
« on: December 08, 2011, 08:06:06 pm »
This is old news at this point. I'll give them points for ambition.
1185
Issues Help Desk / Re: Can't Install
« on: December 07, 2011, 09:59:23 am »
No, it was successful at some point.
What did you try putting on your desktop, dfand0r? ENIGMA's directory, or all of MinGW?
What did you try putting on your desktop, dfand0r? ENIGMA's directory, or all of MinGW?
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