UEU
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Posted on: July 28, 2013, 08:59:04 am |
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Joined: Jul 2013
Posts: 2
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Hello. I'm very new to Engima. I was using Game Maker to make games. Today I downloaded Enigma. I made an small game for testing. When I tried to test it I've got this. When I try open another example made with Enigma or Game Maker I've got same message. I am using Windows 8 Pro 64 bit and I have Java Runtime Environment 7 32 bit. What should I do?
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Goombert
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Reply #4 Posted on: July 28, 2013, 01:21:49 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Harri, SFML was picked by cheeseboy and then I wrote most of the class abstraction for him, he wanted it because OpenAL wouldn't cross compile correctly. To use SFML, just download, compile, and install it, or install a common Windows package if one exists for it, or else just find the dll and place it under SHELL/Additional I think is the folder on Windows.
Edit: I have just committed the OpenAL fix, it was simply a misplaced define when I merged common headers, please redownload and install ENIGMA or simply do a git update. Then audio should be working.
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« Last Edit: July 28, 2013, 03:02:27 pm by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Kimidori
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Reply #5 Posted on: September 09, 2013, 08:29:17 am |
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Joined: Sep 2013
Posts: 4
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I still encounter this error even when I set audio API to none and remove all sound code from my games which is working fine with GM, it seem like this can only compile some very early version of my games, even this simple game I made for LD return this error when I try to compile it. tried this because GM8 games crash in wins 8 and GMS is fucked up but it seem like I will have to remade all of my project in ENIGMA to get them working. (they will, right?) edit: catch the clown sample work, but not most of the other things I try, even the treasure.gmk example that come with GM8 return this error.
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« Last Edit: September 09, 2013, 08:37:42 am by Kimidori »
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Goombert
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Reply #6 Posted on: September 09, 2013, 09:43:43 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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@Kimidori Try some of these example games... http://enigma-dev.org/edc/games.php?action=list] They are the ones confirmed working.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Kimidori
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Reply #8 Posted on: September 09, 2013, 09:42:17 pm |
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Joined: Sep 2013
Posts: 4
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treasure.gmk, the example that can be found in GM8 example folder: http://ge.tt/2yZSwor/v/0the game I made for Ludum Dare 27: http://ge.tt/6IOTxor/v/0tested 5 games in the ENIGMA example page, all of them work well.
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« Last Edit: September 09, 2013, 10:06:01 pm by Kimidori »
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daz
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Reply #9 Posted on: September 10, 2013, 12:25:39 am |
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Joined: Jul 2010
Posts: 167
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treasure.gmk, the example that can be found in GM8 example folder: http://ge.tt/2yZSwor/v/0
the game I made for Ludum Dare 27: http://ge.tt/6IOTxor/v/0
tested 5 games in the ENIGMA example page, all of them work well.
In the treasure.gmk file, in ENIGMA no resources can share the same name. In the Treasure game, there is both a sprite and an object named "monster". Rename one of them. There is also a sound bonus and an object bonus. In the Treasure game you must also rename "catch" to something else. Due to the way the parser seems to work currently, it just throws in the resources verbatim, and as "catch" is a reserved word, it fucks up the compiler. After these changes, the game runs in ENIGMA. In your LD game, it does not like "if global.traptype<>0" in obj_spike's step event. Change it to !=. Likewise for a lot of other objects. Sprites "blank" and "endgamespr" must have at least one subimg. Empty sprites will compile, but will crash the game on run (you can load a sprite that is essentially blank by having an alpha channel, for instance). After those changes your LD game runs. I took the liberty to make these changes and provide them for download here if you're interested: https://dl.dropboxusercontent.com/u/1215621/treasure.gmkhttps://dl.dropboxusercontent.com/u/1215621/LD27.gmkAll I know is they compile and run. I do not know if they play the same or not, and did not test them extensively.
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Goombert
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Reply #10 Posted on: September 10, 2013, 12:37:05 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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@daz, hey nice going there, I was going to get to this topic, you saved the day for me! When you guys help like that it really takes the work load off of us, thanks!
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Kimidori
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Reply #11 Posted on: September 10, 2013, 08:37:48 am |
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Joined: Sep 2013
Posts: 4
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treasure.gmk, the example that can be found in GM8 example folder: http://ge.tt/2yZSwor/v/0
the game I made for Ludum Dare 27: http://ge.tt/6IOTxor/v/0
tested 5 games in the ENIGMA example page, all of them work well.
In the treasure.gmk file, in ENIGMA no resources can share the same name. In the Treasure game, there is both a sprite and an object named "monster". Rename one of them. There is also a sound bonus and an object bonus. In the Treasure game you must also rename "catch" to something else. Due to the way the parser seems to work currently, it just throws in the resources verbatim, and as "catch" is a reserved word, it fucks up the compiler. After these changes, the game runs in ENIGMA.
In your LD game, it does not like "if global.traptype<>0" in obj_spike's step event. Change it to !=. Likewise for a lot of other objects. Sprites "blank" and "endgamespr" must have at least one subimg. Empty sprites will compile, but will crash the game on run (you can load a sprite that is essentially blank by having an alpha channel, for instance). After those changes your LD game runs.
I took the liberty to make these changes and provide them for download here if you're interested: https://dl.dropboxusercontent.com/u/1215621/treasure.gmk https://dl.dropboxusercontent.com/u/1215621/LD27.gmk
All I know is they compile and run. I do not know if they play the same or not, and did not test them extensively.
thank you for taking your time and remade them and also explain why my game didn't compile, it helped me a lot in getting my other game to work on ENIGMA. though I wonder why "<>" is not accepted? AFAIK it a valid compare statement in many language, I got too used to it since that what I was taught in my high school pascal class.
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TheExDeus
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Reply #12 Posted on: September 10, 2013, 09:58:13 am |
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Joined: Apr 2008
Posts: 1860
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though I wonder why "<>" is not accepted? AFAIK it a valid compare statement in many language, I got too used to it since that what I was taught in my high school pascal class. ENIGMA's language EDL is basically just glorified C/C++ as when you press "Run", your code is just parsed into valid C++. In C/C++ you cannot use <> as inequality operator (they are reserved for a lot of other things). This could be added to the parser though (Josh should know better) and we could technically support it. But there are some things we just don't want to encourage. Like "for (i=0; i<10; l=12; k=10; i+=1)" or something like that. So while we strive for total compatibility with GM, we also take some liberties in cases when 99% of the people wouldn't be affected. I personally also don't think that using that is a nice practice, but that of course can be subjective.
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