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931
Announcements / Re: ENIGMA -- srs bizness
« on: November 23, 2008, 12:09:34 pm »
Yes, but checking for undefined objects in scripts would work during compile. Dividing by zero can be checked.
932
Function Peer Review / Re: The formula for finding point_distance.
« on: November 23, 2008, 10:40:34 am »
Wait, C++ has a library for that? O_O
EDIT: Holy shit. That is awesome.
EDIT: Holy shit. That is awesome.
933
Announcements / Re: ENIGMA -- srs bizness
« on: November 23, 2008, 10:36:00 am »
Wouldn't it just be easier to catch these kinds of things during compile?
934
Announcements / Re: Progress report
« on: November 22, 2008, 10:07:07 am »
Tell me, Oni, do we really care?
What the RAM usage is of a simple C++ window?
Also, adding a frameskip variable would be nice. And if I think I know how ENIGMA works, I think it would be easy.
What the RAM usage is of a simple C++ window?
Also, adding a frameskip variable would be nice. And if I think I know how ENIGMA works, I think it would be easy.
935
Issues Help Desk / Re: NOOB QUESTION!
« on: November 20, 2008, 03:56:08 pm »
For future reference... a newbie is a "newb" and a "noob" is someone with a very bloated personality who needs help but won't accept the fact.
And swearing is fine, but a censored smiley should not be overused in the way you used it.
Either way, what Luda said. If you want to use 3D in ENIGMA, you might as well code it in raw C++ and OpenGL. While 3D functions may be implemented, I doubt that they'll be added within the next year (though knowing Josh, you may never know). But please, read into this kind of stuff; you could have easily found this out on your own by viewing the progress page.
And swearing is fine, but a censored smiley should not be overused in the way you used it.
Either way, what Luda said. If you want to use 3D in ENIGMA, you might as well code it in raw C++ and OpenGL. While 3D functions may be implemented, I doubt that they'll be added within the next year (though knowing Josh, you may never know). But please, read into this kind of stuff; you could have easily found this out on your own by viewing the progress page.
936
Tips, Tutorials, Examples / Re: Fancy Collision Script
« on: November 19, 2008, 04:05:15 pm »
Like how in some games you end up saving over the starting point of an object and ruin the entire game.
937
Tips, Tutorials, Examples / Re: choose(), mean(), median()
« on: November 17, 2008, 07:23:47 pm »
Or, it just doesn't use any special code at all and checks for the number of commas used. =P
938
Issues Help Desk / Re: collision_rectangle
« on: November 17, 2008, 07:21:21 pm »
Rusky, that won't work if the rectangle given completely covers the object. You need to check the corners of both objects.
As for slopes, could could just do a collision_rectangle and then check to see if the collision isn't in the "slope" corner with a slope check (y=mx+b).
As for slopes, could could just do a collision_rectangle and then check to see if the collision isn't in the "slope" corner with a slope check (y=mx+b).
939
Function Peer Review / Re: The formula for finding point_distance.
« on: November 17, 2008, 07:16:57 pm »
Not actually an "i" variable, but support for imaginary numbers. You could always just do sqrt(-1). =P
940
Tips, Tutorials, Examples / Fancy Collision Script
« on: November 16, 2008, 07:00:04 pm »
This is a script that will move the object into a free position in the best way possible. Simple, yet effective.
Code: [Select]
// Syntax: collision_free(max)
// Function: Moves at a maximum of "max" outside of solids.
// Define Vars
left=0;
right=0;
up=0;
down=0;
// Don't do anything if we're already collision free
if not place_free(x,y)
{
// Check to see which way is closest to get outside of a solid
for (i=0;i<=argument0;i+=1;)
{
if place_free(x-i,y)
{
// Find out how far we can move left
left=i;
break;
}
}
for (i=0;i<=argument0;i+=1;)
{
if place_free(x+i,y)
{
// Find out how far we can move right
right=i;
break;
}
}
for (i=0;i<=argument0;i+=1;)
{
if place_free(x,y-1)
{
// Find out how far we can move up
up=i;
break;
}
}
for (i=0;i<=argument0;i+=1;)
{
if place_free(x,y+1)
{
// Find out how far we can move down
down=i;
break;
}
}
}
// If up is the highest, move up
if up>=left or up>=right or up>=down
{
y-=up;
}
// If down is the highest, move down
if down>=left or down>=right or down>=up
{
y+=down;
}
// If left is the highest, move left
if left>=right or left>=up or left>=down
{
x-=left;
}
// If right is the highest, move right
if right>=left or left>=up or left>=down
{
x+=right;
}
941
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: November 16, 2008, 06:58:59 pm »
As far as I'm aware, ENIGMA and GM use those characters.
942
Announcements / Re: Progress report
« on: November 16, 2008, 06:56:35 pm »
Are you going to give us a release date, or leave us in the dark without a light switch?
943
Function Peer Review / Re: The formula for finding point_distance.
« on: November 15, 2008, 09:57:23 pm »
As far as I know, C++ doesn't have an i constant. Would be cool, though.
945
General ENIGMA / Re: Enigma games uniquely identifiable?
« on: November 13, 2008, 07:00:21 pm »
But then hackers could find a way to insert an identification in the same location on a virus.
It's best to have a queue system and allow any EXEs.
It's best to have a queue system and allow any EXEs.