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Messages - sorlok_reaves

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Developing ENIGMA / Re: Iji on ENIGMA
« on: August 24, 2014, 10:32:29 pm »
Oh, I mean that the particular boss battle in that video is impossible due to a glitch --he keeps spamming tons and tons of attacks without rest. I only beat him using a well-known secret.

The original Iji executable works fine in WINE, but the fact that it only can be compiled in GM5 is limiting. For example, if you wanted to mod the game, you would be forced to use GM5 (like the MSPA mod of Iji did). So my policy on Iji is sort of similar to the free software concerns of Debian: if you have the source, but the tools to compile it aren't open, then you're no better off than if it were closed.

Otherwise, the look and feel of Iji is now exactly the same in ENIGMA, barring the occasional bug. This is a testament to the ENIGMA engine as a whole. :)

Developing ENIGMA / Re: Iji on ENIGMA
« on: August 24, 2014, 05:11:09 pm »
Boss battles work, but I feel like the balance is a bit... off:

General ENIGMA / Re: Cross Compiling
« on: August 24, 2014, 04:47:49 pm »
I think trying to compile with mingw64 on windows would also be a solution, but you would probably have to hit the thing with many rocks to make it work. I can't specifically remember the reason why mingw64 didn't work with ENIGMA on windows.

That would probably work, but I'm not too experienced with MinGW on Windows, much less its 64-bit woes. Cross-compiling is easier and faster, anyway, but thanks for the advice.

General ENIGMA / Re: Cross Compiling
« on: August 22, 2014, 09:38:24 pm »
Yeah, it's not really my intention to compete with YYG. :P This is just because I can't actually compile Iji on Windows (it's too big), so cross-compiling's the only option.

Ok, I wrote a wiki page detailing how I did it:

I'm still trying to figure out why mp3 won't work; WAVs work fine, so that's very confusing to me. If anyone figures it out, please let me know.

Developing ENIGMA / Re: Android
« on: August 22, 2014, 12:28:48 am »
Since everyone's out of ideas, here's a far-flung one (this is probably what I'd do if I was totally lost).

Compile one of the NDK example projects in Eclipse with verbose output on. Then, find the line (in the Console) that does the linking and try copying that for your own project.

General ENIGMA / Re: Cross Compiling
« on: August 22, 2014, 12:25:48 am »
With a bit of hacking, I was able to get Mingw-w64 cross-compiling Windows binaries on Linux. Et voila:

OpenAL seems to be working just fine; the only issue I ran into is that mp3 support is disabled (and mp3s crash the game). I'll be looking into this; I think I just compiled OpenAL with the wrong feature set. But WAVs work just fine, so I'm pretty optimistic.

Unfortunately, a lot of "mingw-lib" packages are missing from Ubuntu, so I had to locally install them myself. This is kind of a pain for the average developer ---I only did it because mingw-32bit on Windows can't actually compile Iji (it's too big).

Issues Help Desk / Re: Saving gmx files
« on: August 20, 2014, 11:49:55 am »
Ah, now I see.

Proposals / Re: Saving / Loading Games
« on: August 20, 2014, 11:38:42 am »
There is a modified (working on Linux) ini file plugin up for review at the moment.

Also, you can just use "file_text_open_write" and similar to make text-based save files with a format of your choosing.

Any other developers have any ideas?

Developing ENIGMA / Re: Android
« on: August 20, 2014, 02:27:07 am »
You can also temporarily rename your MinGW directory (or unlink it from the path) and see if make.exe complains.

Issues Help Desk / Re: Saving gmx files
« on: August 20, 2014, 02:26:20 am »
What about selecting the current version of the opened project by default?

Developing ENIGMA / Re: Iji on ENIGMA
« on: August 16, 2014, 10:36:18 pm »
Also, in-game cutscenes now work:

300 reference FTW.

Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 14, 2014, 06:26:00 pm »
You're most likely right about it being the fault of the VM. My guess would be you don't have hardware acceleration in there, and Enigma compiled games don't know how to deal with that. Just a guess, of course. You could upload the .exe produced and I can tell you if it runs on my machine, so you'd not have to wait until you can boot up a Windows partition.

Yeah, it's definitely the VM. I tried it on my Windows partition and it works fine.

The cryptic error is probably because ENIGMA is requesting a GL resource of some kind, and instead of checking the return value (NULL in this case) it just uses it as-is.

At some point I'll try to narrow down what the component is, but for now I'll just test in my windows partition.

Thanks for the offer of testing the binary! Shouldn't be needed now though.

Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 13, 2014, 11:54:17 pm »
Well, it's possible that this is related to me running in a virtual machine. I'll try it on my Windows partition towards the weekend.

Most of this is just related to Windows being a pain when it comes to dependencies.

In the worst case, I'll just make the ini pull request ---but I feel that I should be testing these things on Windows, too. So I'll give it a few more tries.

Issues Help Desk / Re: Linux Requirements
« on: August 13, 2014, 11:11:52 pm »
This seems to be a lot more involved than I thought. I suppose your right. My head hurts. This is too deep.

I guess a related question is: are you trying to get ENIGMA working on a particular distro?

Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 13, 2014, 11:00:45 pm »
Ugh, spoke too soon. It turns out that if I add a single, empty room (or a room with objects), I get the following:

Do the ENIGMA devs on Windows have any good strategies for, e.g., getting a backtrace for this?

FYI, the main reason I'm doing this now is so that I can test out my ini branch before filing a pull request.

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