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2746
Issues Help Desk / Re: Global variables
« on: November 16, 2008, 09:04:38 am »
global. works, I believe. Certainly does now, and I'm pretty sure it did in R3.
2747
Issues Help Desk / Re: How do we use our own CPP library files?
« on: November 16, 2008, 09:04:11 am »
you could just include the file after its dependencies in SHELLmain.cpp, then add any newly implemented functions to fnames.txt.
2748
Issues Help Desk / Re: A few questions...
« on: November 16, 2008, 09:02:56 am »
What Rusky said.
I leave it there for debug purposes, mostly, but if you bypass the syntax checker you could just continue developing your GM project in C++, I suppose. As long as you were willing to add in all the missing functions yourself.
I leave it there for debug purposes, mostly, but if you bypass the syntax checker you could just continue developing your GM project in C++, I suppose. As long as you were willing to add in all the missing functions yourself.
2749
Function Peer Review / Re: The formula for finding point_distance.
« on: November 16, 2008, 08:59:04 am »
XD @ i constant
Nah. C++ would just kill your game for you. ^_^
Nah. C++ would just kill your game for you. ^_^
2750
General ENIGMA / Re: working codelines blabla
« on: November 16, 2008, 08:52:20 am »
I gave it an honest effort, but I guess what it boils down to is this:
fnames.txt is filtered C++ syntax.
LGM's functions.data (or whatever it is) is their own syntax that, mind you, is a real pain in the arse to convert to.
So every time I do something, I'd have to update it in mine, which I do a poor enough job of, and then I'd have to update it in theirs, too.
I'll see what I can do, though.
fnames.txt is filtered C++ syntax.
LGM's functions.data (or whatever it is) is their own syntax that, mind you, is a real pain in the arse to convert to.
So every time I do something, I'd have to update it in mine, which I do a poor enough job of, and then I'd have to update it in theirs, too.
I'll see what I can do, though.
2751
General ENIGMA / Re: A Different Event/Sprite/Sound System
« on: November 16, 2008, 08:48:34 am »
I really hate SDL.
I'm kinda just posting at this point so I can tell which topics I've read and which I haven't.
I'm kinda just posting at this point so I can tell which topics I've read and which I haven't.
2752
General ENIGMA / Re: Writting Enigma's IDE in C#
« on: November 16, 2008, 08:46:02 am »
What they said. Srsly.
2753
General ENIGMA / Re: Alternate to cpp {}
« on: November 16, 2008, 08:44:39 am »
Nah, that's again, silly.
cpp {} is for people who are well-versed with C++. I assumed people would mostly leave it alone, as it's totally unnecessary at this point. It's for raw power when you need it, as is asm{}, but no one's touched that. (Go figure)
Think for a second, though. ENIGMA converts your games to C++, right? But you're asking what about running GM functions in cpp {}? They're run in C++ all the time. The only differences you'll encounter are with functions like min() and max(), as they only take two parameters in C++; along with instance_destroy() as it has to be passed the ID. (instance_destroy(id))
This doesn't go for with(), though, which is only in EDL. switch() and things are also different.
This is why I don't see the point in using cpp {} at all, especially not like you just did. EDL is more versatile with if() statements and the sort, anyway. Why would you want to use cpp{} in there? So when you say
So when you say
Those don't sound like very fun problems to encounter.
cpp {} is for people who are well-versed with C++. I assumed people would mostly leave it alone, as it's totally unnecessary at this point. It's for raw power when you need it, as is asm{}, but no one's touched that. (Go figure)
Think for a second, though. ENIGMA converts your games to C++, right? But you're asking what about running GM functions in cpp {}? They're run in C++ all the time. The only differences you'll encounter are with functions like min() and max(), as they only take two parameters in C++; along with instance_destroy() as it has to be passed the ID. (instance_destroy(id))
This doesn't go for with(), though, which is only in EDL. switch() and things are also different.
This is why I don't see the point in using cpp {} at all, especially not like you just did. EDL is more versatile with if() statements and the sort, anyway. Why would you want to use cpp{} in there? So when you say
Code: [Select]
if a=b {}
You get a compile error?So when you say
Code: [Select]
if (a=b) {}
It sets a to b, then checks if b > 0?Those don't sound like very fun problems to encounter.
2754
General ENIGMA / Re: Enigma/GM, different code?
« on: November 16, 2008, 08:16:17 am »
cpp {} isn't mandatory, you great sillies. It just gives you C++. (Go figure)
EDL is backwards compatible with GML. This means you can drag your nastiest GML into ENIGMA, and it will compile it.
I can't say they are totally compatible, however, because when you start taking advantage of features of compiled code, there's no going back to GML.
EDL is backwards compatible with GML. This means you can drag your nastiest GML into ENIGMA, and it will compile it.
I can't say they are totally compatible, however, because when you start taking advantage of features of compiled code, there's no going back to GML.
2755
General ENIGMA / Re: Enigma games uniquely identifiable?
« on: November 16, 2008, 08:12:05 am »
hach-que:
Due to the fact that ENIGMA games are compiled, nothing's ever in the same place twice, really.
However, I use a system to let me know where sprites are in the exe. It is a magic number, located eight bytes from the end of the exe, that reads 'sprn' as text. That should help you identify them for now.
I haven't actually given myself any other way to tell if a game's ENIGMA made, though.
I suppose you would want the window class name, too. TMain is the one you'll want to hide, TSub is the one you'll want to embed.
I know those are very vague ways of identifying an ENIGMA game, but I didn't actually make them for the purpose. I'll see what I can do, starting with adding ENIGMA's name to the window class.
Also, I have no idea how this is going to work on Linux, or if it is at all. I don't recall anything like a window class from good ol' X. I suppose you'll just be supporting Windows?
Anyway. Good luck to you.
Feel free to contact me by email if you have any more questions.
-Josh
Due to the fact that ENIGMA games are compiled, nothing's ever in the same place twice, really.
However, I use a system to let me know where sprites are in the exe. It is a magic number, located eight bytes from the end of the exe, that reads 'sprn' as text. That should help you identify them for now.
I haven't actually given myself any other way to tell if a game's ENIGMA made, though.
I suppose you would want the window class name, too. TMain is the one you'll want to hide, TSub is the one you'll want to embed.
I know those are very vague ways of identifying an ENIGMA game, but I didn't actually make them for the purpose. I'll see what I can do, starting with adding ENIGMA's name to the window class.
Also, I have no idea how this is going to work on Linux, or if it is at all. I don't recall anything like a window class from good ol' X. I suppose you'll just be supporting Windows?
Anyway. Good luck to you.
Feel free to contact me by email if you have any more questions.
-Josh
2756
Proposals / Re: Linux testing
« on: October 17, 2008, 07:16:18 pm »
It's ENIGMA's booboo now.
But yeah, I'll implement one of those in the Linux version
But yeah, I'll implement one of those in the Linux version
2757
Tips, Tutorials, Examples / Re: choose(), mean(), median()
« on: October 17, 2008, 06:43:30 pm »
I didn't look far into stdarg, but my main concerns were that it doesn't give a method of determining the number of arguments in the list.
I corrected that by parsing in the number of arguments as the first argument in the function. I just never got around to the coded part of that.
I corrected that by parsing in the number of arguments as the first argument in the function. I just never got around to the coded part of that.
2758
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: October 17, 2008, 06:40:24 pm »
double frac(double x) { return x-(int)x; }
2759
General ENIGMA / Re: This.
« on: October 17, 2008, 06:37:46 pm »
The real reason I don't want an SVN is because I've never used one, and no one understands my code. So that'd be learning on my part for no help coming out of that in return.
Though, now that you said that, I suppose watching commits as they are... committed... would be a nice way to visually track progress. So I'll consider it after everything is working on Linux and R3b is out.
Though, now that you said that, I suppose watching commits as they are... committed... would be a nice way to visually track progress. So I'll consider it after everything is working on Linux and R3b is out.
2760
General ENIGMA / Re: R3.5
« on: October 17, 2008, 06:35:19 pm »
I'll manage to crank out a 3.5 here at some point.
It'll have an installer and Linux compatibility, along with bug fixes and some functions people personally requested.
It'll have an installer and Linux compatibility, along with bug fixes and some functions people personally requested.
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