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Messages - Goombert

1951
Developing ENIGMA / Re: GM5 Compatibility plugin --feedback requested
« on: January 07, 2014, 09:47:41 pm »
Wow, I am surprised I was not aware GM5 had those differences. Also, sorlok, I loved your contributions so far they were good! Allow me to address some of your issues.

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There are some outstanding issues on C++ keywords being used as variable names (e.g., "short") that will inevitably have to be addressed.
This is actually why we namespace everything in engima_user and keep it separate from the enigma namespace.

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I've duplicated functions like draw_rectangle(), since GM5 does not provide an "outline" parameter. JDI finds these duplicates just fine, but perhaps this affects argument validation?
Well if you want, you could simply add those functions to the main repositories as overloaded functions.

In fact, I'd be fine with you merging all of that into the main repository, as long as it does not break future compatibility. As in you overload functions and keep things separate so both versions can be used side by side.

Other than that though, keep up the good work sorlok!

1952
Issues Help Desk / Re: GMX Reader
« on: January 07, 2014, 07:48:32 pm »
It should be able to read and write GMX files up to version 1.2

A few things will be overwritten if you open a GMX and instantly save it, and those are, configs, extensions, and include files. I do not even attempt to read them when loading the GMX.

If you have a GMX file that is failing to load please upload it and I can attempt to fix the exception in the reader or writer. It is also helpful if you upload a small GMX project that simply exhibits the bug if you can do so, which makes it much easier to roll out other possibilities.

1953
Off-Topic / Re: What is a good programming language to start off with?
« on: January 07, 2014, 07:44:26 pm »
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I am not sure if my English is absurdly bad or something, but people keep somehow not understanding me.
I thought you were Aussie?

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All that is an example of "And that you need to figure it all out. While in ENIGMA/GM you usually write all your stuff on your own.
The argument you're making though is equivalent to this. I am going to make an application, but I want it bare bones, so I am going to write it in assembly and or binary.

But also, in ENIGMA you can simply add your code to namespace enigma_user and it can become usable just like you would write an extension for Unity3D. In GM you have to mess around with an extension, dll's, and mangling around with scripts that implement callbacks. Not only is GM slower and less optimal by jumping through more hoops, it's also a lot harder to make an extension for.

Every part of GM's design is wrong, and ENIGMA only partially corrects some of the issues, but that doesn't change the fact that the whole concept is just fucktarded.

1954
Off-Topic / Re: What is a good programming language to start off with?
« on: January 06, 2014, 05:03:29 pm »
Harri, you are still way off base. As I mentioned in the Qt hardware accelerated paint scene, you generally don't actually do any painting, you place static text, which is batched one time, and it will always draw until you remove it from the scene, which is different from the 90's style graphics you would be doing with GDI where you have to batch and draw every regular update. Irrlicht does it the same way, Unity3D does it the same way, in fact every comprehensible game engine makes static GUI elements. GM has no method of placing static text in a room.
http://developer.nokia.com/Community/Wiki/Archived:Simple_Hello_World_Application_Using_Graphics_View_Framework_in_Qt

So again, GM is not designed for easy rendering, or hardware accelerated rendering. The very first thing they should be teaching people is that you don't construct primitives in a regular update loop unless you absolutely have to.

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But that is my point exactly. I wasn't saying Unity is in any way worse. I was saying that it has a lot of functionality built-in. You don't blindly have to code things, you can code it and view the effects visually. You can actually code how your entity behaves in the scene editor, kind of like if objects handled their draw events while in GM's room editor.

And that you need to figure it all out. While in ENIGMA/GM you usually write all your stuff on your own.
And you are still incorrect, because you've never actually tested Unity before. Unity3D can turn off all that built in stuff, and a has WIDE array of extensions, you can add scripts directly to your project that will modify the interface of the Unity editor. You can for instance write a script that brings up a custom dialog for you to import a custom mesh format, or something similar.
http://docs.unity3d.com/Documentation/Components/ExtendingTheEditor.html

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Which for productivity may be bad, but for education it is good. The audio dialog shows the same thing. It has far more options, but that means you need to understand far less.
GM isn't good for education either, as I already pointed out, Unity3D is more visual, but somehow magically more powerful too. Also, that argument can not be made about Studio either, or even earlier versions of GM. Because each entity in Unity has an editor only complex as the components attached to it. In Studio for instance, you will always see the sprite options on every object, in Unity3D, you only see that if you attach a material to the entity. Or for instance, you only see the audio options if you attach an emitter, you only see the particle options if you attach an emitter, you only see the phyisics options if you attach a rigid body.

You seriously need to venture out and try some different game engines other than GM.

1955
Issues Help Desk / Re: Compile failed on CPP-level, no match for call
« on: January 05, 2014, 10:41:26 pm »
Yes your assumptions are correct then. I believe instance_id is a STL container, a dequeue specifically, as the error message states. Probably a bug in JDI somewhere, Josh is the ENIGMA founder and wrote the current compiler, the new one will fix all of these bugs and is nearly completed, you can see his latest edits scrolling across the top of the navbar right now. He'd be better suited to answer this question than I would.

1956
He forgot to close enigma and reopen it when he made the change, you have to for the compiler to rebuild, only the engine changes are immediate.

1957
Issues Help Desk / Re: Compile failed on CPP-level, no match for call
« on: January 05, 2014, 10:10:40 pm »
Wait, so that resolved the error then?

1958
I think we need a second board here that is about help with actually developing games, I don't like mixing these with help topics about installation and stuff.

1959
Issues Help Desk / Re: Compile failed on CPP-level, no match for call
« on: January 05, 2014, 07:47:25 pm »
Hello, berlin_alien, first, you can add code to your posts using the code tag in your post.

Second, you said that this was the code in question.
Code: (edl) [Select]
checkedinst = instance_id(i);
But that code is actually this in your GML code.
Code: (edl) [Select]
checkedinst =instance_id;

1960
Issues Help Desk / Re: model reconstruction dll c++
« on: January 05, 2014, 07:44:48 pm »
Hello slayer, although I don't have any experience writing an extension for Game Maker, I don't know how you go about accessing its internals. However our code for model loading can be found here if you need it or find it useful.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLmodel.cpp

Instead of using multiple arrays I simply pack everything into a vector container in the actual mesh class.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLModelStruct.h

The class also internally converts everything to triangle list, line list, and point list, pretty much every game engine these days does that, and I believe Studio does it now as well.

1961
I'm sorry I forgot to respond to this post. Yes do what Bustanity said, the file is enigma-dev/CompilerSource/workdir.cpp

This issue only exists on Windows XP and is entirely GNU makes fault.

1962
Off-Topic / Re: What is a good programming language to start off with?
« on: January 04, 2014, 06:56:31 pm »
Wow, Game Develop looks the best there, not just in platforms but its interface looks nicer too.

1963
Off-Topic / Re: What is a good programming language to start off with?
« on: January 04, 2014, 06:46:36 pm »
Sslaxx, yeah but now that I think about it, what free and open source game creators are there? And I don't mean just a C++ engine or OGRE, but I mean something with scene editing, sprite management and all those goodies. There are like practically 0... I can't even think of one!

1964
Off-Topic / Re: What is a good programming language to start off with?
« on: January 04, 2014, 06:41:07 pm »
I am really surprised though that there isn't a free and open source program with good quality. There really isn't any for easy game creation, ENIGMA comes close to being the only one, but a lot of unfinished things and bugs.

1965
Off-Topic / Re: Linux Breaking User Share Records
« on: January 04, 2014, 06:39:29 pm »
The reason for this is mainly the death of Windows XP, I just wish it would die a lot quicker. And egofree, chromebook is still outselling quite a bit though as far as laptops and desktop.