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2881
Graphics and Video / Free and Open Source GPL Icos and Emoticons
« on: April 27, 2013, 09:45:40 pm »
In the debate of whether or not to use two licensed emoticon packs for the board, me and Josh decided to vectorize them together into a single pack, I have released them under GPL, you can find them on the Wiki.
http://enigma-dev.org/docs/Wiki/Calico_icons
These icons are provided free of charge, be sure to read the license agreement for them. This page is also compromised of the icon set for drag and drop actions and for the IDE buttons.
http://enigma-dev.org/docs/Wiki/Calico_icons
These icons are provided free of charge, be sure to read the license agreement for them. This page is also compromised of the icon set for drag and drop actions and for the IDE buttons.
2882
Issues Help Desk / Re: Mark the Penguin [Weird Glitch]
« on: April 27, 2013, 07:31:04 pm »
Yes that should work in ENIGMA this|that|theother | and & are bitwise operators, they basically equate to for instance, this and that but not this or this this and that.
Heres a table...
& AND Bitwise AND
| OR Bitwise Inclusive OR
^ XOR Bitwise Exclusive OR
~ NOT Unary complement (bit inversion)
<< SHL Shift Left
>> SHR Shift Right
Heres a table...
& AND Bitwise AND
| OR Bitwise Inclusive OR
^ XOR Bitwise Exclusive OR
~ NOT Unary complement (bit inversion)
<< SHL Shift Left
>> SHR Shift Right
2883
Issues Help Desk / Re: Mark the Penguin [Weird Glitch]
« on: April 26, 2013, 09:40:42 pm »
Yes you can blame Polygonz for that, he did the tiles, ENIGMA has a few kinks in some places, that our more intelligent programmers have yet to review
But please file a bug report on the tracker, this is a game, but it shouldn’t be here in this sub forum unless the post is actually about the game
But please file a bug report on the tracker, this is a game, but it shouldn’t be here in this sub forum unless the post is actually about the game
2884
Off-Topic / Re: Legacy of Kain series fan art ...
« on: April 26, 2013, 09:38:15 pm »
Hey gra you like the new smilies/emoticons? If so be sure to vote to keep them
http://enigma-dev.org/forums/index.php?topic=1190.0
http://enigma-dev.org/forums/index.php?topic=1190.0
2885
General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 26, 2013, 09:34:45 pm »
Flash is going down the toilet with HTML5, even youtube has an html5 option it just needs more optimization, it can do everything flash and that can, and I love it honestly because it means less plugins you have to freakin manage.
2886
General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 26, 2013, 11:28:38 am »
Yah chill the fuck out Das But anyway, Das I think hes right, because if they all have browsers, they all have youtube, and youtube dont work as well with HTML5. Time-Killer-Games, don't let these idiots get you down, they just want to discuss the logical application of it, thats all
2887
General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 25, 2013, 03:19:27 pm »
Actually we already have a working JavaScript/HTML5 port however we could use a new developer for it as we are still busy polishing the main engine for the basic target platforms and the original maintainer is currently AWOL.
http://enigma-dev.org/docs/Wiki/Platforms
You can find information reguarding platforms on the Wiki at the above link. Our new compiler will be coming out soon which will be %100 compatible with GML and fix a few bugs in the current one, it also adds pretty printers making it easier to export to JavaScript, so it might be better to wait until our parser is completely finished, I'll allow Josh to fill you in on the rest. We also have an IRC chat room where you can join and speak with the rest of the developers in realtime, your welcome to come join
However as far as Playstation Portable goes I believe it requires the Sony SDK, which YoYoGames got in trouble for violating copyrights and had to cease PSP development, so I am unsure about that.
EGM however is only our project file format, it is a combination of zip and yaml, it is way better than YYG's and will alow us to integrate directly to Developer Services Portal or things like GitHub, it also doesnt jump through hoops storing the files, it can be compressed or uncompressed while working with it, this functionality is just no in LGM our old IDE, but will be in the new IDE, which I am a lead developer for, called NaturalGM.
http://enigma-dev.org/docs/Wiki/Platforms
You can find information reguarding platforms on the Wiki at the above link. Our new compiler will be coming out soon which will be %100 compatible with GML and fix a few bugs in the current one, it also adds pretty printers making it easier to export to JavaScript, so it might be better to wait until our parser is completely finished, I'll allow Josh to fill you in on the rest. We also have an IRC chat room where you can join and speak with the rest of the developers in realtime, your welcome to come join
However as far as Playstation Portable goes I believe it requires the Sony SDK, which YoYoGames got in trouble for violating copyrights and had to cease PSP development, so I am unsure about that.
EGM however is only our project file format, it is a combination of zip and yaml, it is way better than YYG's and will alow us to integrate directly to Developer Services Portal or things like GitHub, it also doesnt jump through hoops storing the files, it can be compressed or uncompressed while working with it, this functionality is just no in LGM our old IDE, but will be in the new IDE, which I am a lead developer for, called NaturalGM.
2888
General ENIGMA / Re: Changing Screen Resolution
« on: April 25, 2013, 02:49:17 pm »
Basically what github does is just track our source code. We host it in one place called a repository, that repository can then be branched by developers, called a fork. I work off of my own fork and make changes to it, then when I want to include those changes in the engine everybody uses I merge them with the main repository. It also offers the ability to track bugs, suggestions, feature reuqests, and todo lists. It is a basic necessity for groups of people working on the same code, because it can detect conflicts between developers and allow you to fix them properly.
2889
General ENIGMA / Re: Changing Screen Resolution
« on: April 25, 2013, 11:06:13 am »
Very nice, but you know what would be better?
If you integrated it directly to the engine, your welcome to contribute so long as your willing to go GPL and youll need to learn GitHub.
Nobody has implemented the screen resolution function yes, thats why it has not been added
Edit: If you like smiley cat, you should vote in the poll below this one, some members want him removed.
If you integrated it directly to the engine, your welcome to contribute so long as your willing to go GPL and youll need to learn GitHub.
Nobody has implemented the screen resolution function yes, thats why it has not been added
Edit: If you like smiley cat, you should vote in the poll below this one, some members want him removed.
2890
Third Party / Re: GMK Parsing library for C++
« on: April 24, 2013, 02:03:13 pm »
Hey, time killer, chill this post is old, DatZach is almost done rewriting the GMK API in C++, in just another day or two.
2891
General ENIGMA / IsmAvatar Networking
« on: April 23, 2013, 01:09:11 pm »
Ism, as far as those networking functions you've finished, why is it they haven't been added yet?
Zach has done some documenting on Studio's network format, and he'd be willing to merge the network functions you've created. We just need some info from you
Zach has done some documenting on Studio's network format, and he'd be willing to merge the network functions you've created. We just need some info from you
2892
Off-Topic / Re: Legacy of Kain series fan art ...
« on: April 23, 2013, 12:39:39 pm »
Hey gra I want to tell you if you need any help don't be afraid to ask or post here on the forums, I do my best to provide documentation on the Wiki, and we will all assist with any help you may need.
2893
Issues Help Desk / Re: How do I use Debug, Design, Compile, and Rebuild All from menu?
« on: April 20, 2013, 09:47:07 am »
No polygonz your suggestion was backwards you only suggested I rearrange the header includes and the include for background struct, you never mentioned the macro defined before all of that. You were probably the one who should have done a clean rebuild
Now as far as this goes, I thought the compile issue was only regarding LGM, if its just a matter of changing the filename extension, then what the hell? And whoever couldnt figure out how to embed the icon on windows into the Executable has got to be dumber than cheeseboy. If I wasn't swamped with everything else ENIGMA right now I'd lend a hand, but I find it crucial to have the new IDE's than to bother with LGM which everyones allergic to anyway.
Now as far as this goes, I thought the compile issue was only regarding LGM, if its just a matter of changing the filename extension, then what the hell? And whoever couldnt figure out how to embed the icon on windows into the Executable has got to be dumber than cheeseboy. If I wasn't swamped with everything else ENIGMA right now I'd lend a hand, but I find it crucial to have the new IDE's than to bother with LGM which everyones allergic to anyway.
2894
General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 19, 2013, 10:56:22 pm »
When a proper implementation is layed out and more explicit instructions given I will begin to tackle this.
2895
Issues Help Desk / Re: How do I use Debug, Design, Compile, and Rebuild All from menu?
« on: April 19, 2013, 09:07:18 am »
I already told you what the problem was...
#define *using backgroundidmaxalthoughitwasntedeclaredyet*
#include "theheaderthatdefinesbackgroundidmax.h"
When it needed to be...
#include "theheaderthatdefinesbackgroundidmax.h"
#define *using backgroundidmax*
So you see I did not hack a fix together, I actually fixed it, your numskull, so forget about it, its fixed. I don't know whats wrong with you thinking you can use a variable before its declared, but your insane.
#define *using backgroundidmaxalthoughitwasntedeclaredyet*
#include "theheaderthatdefinesbackgroundidmax.h"
When it needed to be...
#include "theheaderthatdefinesbackgroundidmax.h"
#define *using backgroundidmax*
So you see I did not hack a fix together, I actually fixed it, your numskull, so forget about it, its fixed. I don't know whats wrong with you thinking you can use a variable before its declared, but your insane.
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