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2596
Function Peer Review / Re: GML?
« on: August 10, 2009, 10:19:50 am »
nope, I have computers at my school that won't run GM at all.
...
That's only because they don't have Direct3D installed, though.
...
That's only because they don't have Direct3D installed, though.
2597
General ENIGMA / Re: I got to thinking.
« on: August 10, 2009, 08:50:32 am »
It'd be hell getting with() to be able to call member functions. It was a big enough pain deciding what to do with instance_destroy().
2598
Announcements / Re: Subject
« on: August 10, 2009, 08:30:00 am »
He thinks I'm paying two cents to go to hell?
2599
General ENIGMA / Re: I got to thinking.
« on: August 09, 2009, 10:18:16 pm »
Anything C++ can do, R4 should be able to understand. Right in with the rest of your EDL.
2600
Function Peer Review / Re: GML?
« on: August 09, 2009, 09:34:44 pm »
I like the name much better when no one knows what it stands for.
I often bash GML as being Game Markup Language. <game><mmo><error="fail">Your card doesn't support this awesomeness.</error></mmo></game>
But all the closing tags are optional, of course.
I often bash GML as being Game Markup Language. <game><mmo><error="fail">Your card doesn't support this awesomeness.</error></mmo></game>
But all the closing tags are optional, of course.
2601
General ENIGMA / Re: I got to thinking.
« on: August 09, 2009, 09:26:23 pm »
Yes, the parameter in the <> to list is the type to contain. Can often help with speed, though when dealing with linked lists, not sure how much. (No benchmark to date).
With map, it's map<keytype, valuetype>. I'll write some of this in the help file.
With map, it's map<keytype, valuetype>. I'll write some of this in the help file.
2602
General ENIGMA / Re: I got to thinking.
« on: August 09, 2009, 04:45:58 pm »
How about
Then
Maybe list::add can be added... I'd much rather not, obviously. But yeah.
Code: [Select]
list<var> list1;
Or, implicitly, as it may be possible to do:Code: [Select]
list list1;
Then
Code: [Select]
list1.push_back("something");
list1.push_back(1);
Maybe list::add can be added... I'd much rather not, obviously. But yeah.
Code: [Select]
map a;
a["key"] = "value";
a["another key"] = 10;
a[-100.5] = "weee";
map<int> b;
b[-10] = "wee";
b[-10] = 4;
map<int,int> c;
c[1000]=3;
2603
General ENIGMA / Re: I got to thinking.
« on: August 09, 2009, 10:01:48 am »
ENIGMA will always support GM functions for the same reason that Microsoft still has a thousand deprecated functions from Win95. It's just so old things you've made will still work.
Most of the GM functions are so vague that they will fit into any system we decide to build, especially for 3D. The most advanced thing his 3D functions can do is work with his own model format. It's almost pitiful.
I've wanted a mesh/material resource for some time now. The background resource, however, I'd like to stay named backgrounds and just have it apparent that they contain a texture. The more advanced users will be the ones using 3D, and they will understand that sprites and backgrounds can be treated as textures. Novice users, however, won't understand that textures can be used as a background image.
Or perhaps they will, but I always think it's best to start something at its simplest and then show how additional functionality is possible.
As for a mesh resource, I'd really like that. LGM doesn't have so much as a sprite editor at the moment, so I'm not going to speak for all the things I'd like to see in the IDE. However, making a 3DS importer shouldn't be difficult.
Right now, I'm focusing on making a fully functional parser. I believe this will carry us the rest of the way.
If you look at the GMC, you'll see a bubbling vat of ignorance. But amid that ignorance lies some true talent in specific individuals who dedicate their time to making GM-Compatible DLLs. Imagine if this group of people was able to develop (in their own language, for many of them) right in the game's file.
A new resource we have already added will allow users to add functions to ENIGMA that are as fast and functional as the official ones. And, should they develop a working system, it may go on to be an official part of ENIGMA. That's very idealistic, of course, but if nothing else, I know of several people who are at least decent at C++ who would be willing to help develop GM functions for ENIGMA.
What I'm getting at is that, with a little luck, people will come along to extend this thing far past where GM is, and hopefully past where I could have done myself.
And if I can get these new parsers working, users will have the C++ language at their fingertips, right along with GML.
Most of the GM functions are so vague that they will fit into any system we decide to build, especially for 3D. The most advanced thing his 3D functions can do is work with his own model format. It's almost pitiful.
I've wanted a mesh/material resource for some time now. The background resource, however, I'd like to stay named backgrounds and just have it apparent that they contain a texture. The more advanced users will be the ones using 3D, and they will understand that sprites and backgrounds can be treated as textures. Novice users, however, won't understand that textures can be used as a background image.
Or perhaps they will, but I always think it's best to start something at its simplest and then show how additional functionality is possible.
As for a mesh resource, I'd really like that. LGM doesn't have so much as a sprite editor at the moment, so I'm not going to speak for all the things I'd like to see in the IDE. However, making a 3DS importer shouldn't be difficult.
Right now, I'm focusing on making a fully functional parser. I believe this will carry us the rest of the way.
If you look at the GMC, you'll see a bubbling vat of ignorance. But amid that ignorance lies some true talent in specific individuals who dedicate their time to making GM-Compatible DLLs. Imagine if this group of people was able to develop (in their own language, for many of them) right in the game's file.
A new resource we have already added will allow users to add functions to ENIGMA that are as fast and functional as the official ones. And, should they develop a working system, it may go on to be an official part of ENIGMA. That's very idealistic, of course, but if nothing else, I know of several people who are at least decent at C++ who would be willing to help develop GM functions for ENIGMA.
What I'm getting at is that, with a little luck, people will come along to extend this thing far past where GM is, and hopefully past where I could have done myself.
And if I can get these new parsers working, users will have the C++ language at their fingertips, right along with GML.
2604
General ENIGMA / Re: Game Maker 8
« on: August 07, 2009, 10:28:57 pm »
There's like 9001 reasons to ban you for that post, but I'ma just sit and laugh instead, while a2h does a little <_< thing.
2605
Announcements / Re: Subject
« on: August 07, 2009, 09:21:13 pm »* Josh hates bittersweet compromises
2606
Announcements / Re: Subject
« on: August 07, 2009, 08:20:58 pm »* Josh laughs for a number of reasons
2607
Announcements / Re: Subject
« on: August 07, 2009, 07:24:21 am »* Josh wonders where the discussion went, but likes combos
2608
Issues Help Desk / Re: Transparency
« on: August 07, 2009, 07:22:02 am »
Because since then I've gutted the parser, and written three more. And now I have to get them all working before I release.
2610
Issues Help Desk / Re: Transparency
« on: August 05, 2009, 04:57:44 pm »
I'll make sure this works, but I recall fixing it.
I checked my fixed bugs list, and yeah, I fixed that. Just haven't released since, and now I can't release for a while. Heh.
I checked my fixed bugs list, and yeah, I fixed that. Just haven't released since, and now I can't release for a while. Heh.
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