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1
General ENIGMA / Leaving the project
« on: May 01, 2019, 08:04:22 am »
Josh and Robert have now decided being nice takes priority over progressing the project. Despite the fact noone does more to help new users set up enigma than me, they've taken it upon themselves to ban me from the main discords channel. Robert's now approaching 1 year on finishing something that should've taken a few days. Josh has pushed an update to JDI just in time for the 10 year anniversary. And TKG has rewritten the same dialog system for 20th time. Meanwhile, I've made huge efforts to bootstrap the IDE, write a new file format, implement MSVC, Android and HTML5 support as well as starting the CI to ensure less breaks. However. none of that is appreciated. I can't get even a little help. Even when I practically beg for it. Instead I'm banned for being an "annoying asshole."
I've removed my account from discord and removed myself from the organization on Github. TKG, and all the other people incapable of taking a joke can now rejoice in your "safe space."
I'm sorry I ever cared.
I've removed my account from discord and removed myself from the organization on Github. TKG, and all the other people incapable of taking a joke can now rejoice in your "safe space."
I'm sorry I ever cared.
2
Announcements / SDL Platform Released
« on: June 23, 2018, 12:26:04 pm »
As, of today SDL (Simple DirectMedia Layer) platform has been released on the main fork. SDL is an alternative to our existing platforms Win32 and xlib. SDL should enable more consistenty across all operating systems with less effort on our part. SDL also replaces the broken Cocoa platform on Mac OS X but this untested as I have no access to a mac. If anyone out there on a mac could try building SDL and let me know your results on either the github tracker, discord, or IRC I can work with you to solve any issues. In general, the SDL platform is highly untested so I urge people to try it out with your games and report back any issues you see to the tracker.
SDL is the first step in much bigger things to come. I'm working with Robert with the goal of supporting Android. On our to do list, We plan on fixing the OpenGL ES graphics system, adding font support to emake and seperating the resource packer into it's own tool. These in combination with SDL will allow for building for android and possibly iOS and HTML5. After android is working, we both plan on getting back to the IDE (RadialGM). For which, I have large plans as well.
Warning: Anyone running a git pull should also run
Join us on discord
Support us on patreon
SDL is the first step in much bigger things to come. I'm working with Robert with the goal of supporting Android. On our to do list, We plan on fixing the OpenGL ES graphics system, adding font support to emake and seperating the resource packer into it's own tool. These in combination with SDL will allow for building for android and possibly iOS and HTML5. After android is working, we both plan on getting back to the IDE (RadialGM). For which, I have large plans as well.
Warning: Anyone running a git pull should also run
Code: [Select]
./install.sh && make
to grab new enigma.jar and rebuild the plugin or lateralgm may not runJoin us on discord
Support us on patreon
3
General ENIGMA / GitHub "Issues" Tracker
« on: September 13, 2016, 01:03:11 am »
So I've been away from the project for a bit and I come back to look at the issues tracker on github and there are fucking 109 issues. I know enigmas a flaming turd held together with spit and ducttape but even so 109 issues seems extremely high. So I've looked into the issues and out of 109 only 25 are tagged reproducible. Many "bugs" range from 2-4 years old without any activity from the poster. Most bugs don't provide a proper example or log and NO bugs mention the revision of enigma they were using. The github issues tracker is in desperate need of a purge....
Things that do not belong on the tracker that I've seen there:
Licensing debates. (Debates belong on the forum or irc)
Issues with portable zip and winpatch. (These we're created out of convince for dumb-ass windows users. They're files in someone's Dropbox and are in no way affiliated with the GitHub code. if they don't work you can install things manually or ask for setup help on irc or the forums)
"That would be nice feature requests" : ("Please add wayland support. Please support nintendo ds export. Enigma doesn't run on my toaster". Sure it'd be great if enigma did those things but if we accepted every request like that the tracker could easily be over 1000 issues right now..)
Please post detailed bug reports:
A bug report generally should contain all of the following...
The revision of enigma you're using.
A minimalistic game producing the issue you are experiencing (provided it's not a plugin issue)
The OS you ran this on.
The target APIs used.
Any non default extensions you may have used.
A full compile / error log.
A gdb backtrace for any crash of a compiled game.
Without this information we are forced to wait on user's reply for details or for acknowledgement something is fixed and many bug reports become stale and sit there forever. Any potential dev looking to help could be put off by the pure shit that is our current tracker. Please purge.
Things that do not belong on the tracker that I've seen there:
Licensing debates. (Debates belong on the forum or irc)
Issues with portable zip and winpatch. (These we're created out of convince for dumb-ass windows users. They're files in someone's Dropbox and are in no way affiliated with the GitHub code. if they don't work you can install things manually or ask for setup help on irc or the forums)
"That would be nice feature requests" : ("Please add wayland support. Please support nintendo ds export. Enigma doesn't run on my toaster". Sure it'd be great if enigma did those things but if we accepted every request like that the tracker could easily be over 1000 issues right now..)
Please post detailed bug reports:
A bug report generally should contain all of the following...
The revision of enigma you're using.
A minimalistic game producing the issue you are experiencing (provided it's not a plugin issue)
The OS you ran this on.
The target APIs used.
Any non default extensions you may have used.
A full compile / error log.
A gdb backtrace for any crash of a compiled game.
Without this information we are forced to wait on user's reply for details or for acknowledgement something is fixed and many bug reports become stale and sit there forever. Any potential dev looking to help could be put off by the pure shit that is our current tracker. Please purge.
4
ALLCAPS BOARD / I've quit using enigma and so should you!
« on: February 13, 2014, 06:06:20 am »
At some point josh became too busy playing w/ blocks and whatever kids do in daycare to fix any of this shit. He then left the repo in the hands of polygone. By then I had basically given up on enigma but I still messed with it on occasion. Polygone would pull changes with no regard to whether they worked or not. Robert would push shit that offered little to no benifit and often created more issue. They were trying to polish the turd. Unfortuneatly for the users theyre both idiots and because of this some even feared updating. 2 years ago josh started on a parser to magically fix all of enigma's issues. Since daycare was too taxing he put it on hold. I believe he knows its not going to live up to the users expectations so he continues to delay it. Enigma is fundamentally broken and He refuses to admit it. His parser will likely create more bugs and franlky is a waste of time. Once he starts his real job at mcds he'll have even less time to fix the disaster he created by transplating this new parser. It took me a long time to realize it but enigma is doomed. Don't make the same mistake I did. Don't waste your time on it.
5
Programming Help / Get collision side?
« on: October 10, 2013, 12:25:41 am »
I want to get the side of a square another object collides with.
Heres what I've tried:
solution 1:
solution 2:
both are horribly inaccurate. Any way to do this better?
Heres what I've tried:
solution 1:
Code: [Select]
int hdis = (other.x - x);
int vdis = (other.y - y);
if (abs(hdis) < abs(vdis))
{
if (hdis > 0)
room_caption="right";
else
room_caption="left";
}
else
{
if (vdis > 0)
room_caption="bottom";
else
room_caption="top";
}
solution 2:
Code: [Select]
int dir = (point_direction(x,y+sprite_get_width(mask_index)/2,other.x,other.y) / 90);
both are horribly inaccurate. Any way to do this better?
7
Issues Help Desk / How to skew text?
« on: September 08, 2013, 05:38:01 pm »
How do you skew text in enigma / gm?
8
SHUPAER123'S HOME / Remove fundies head from torso
« on: September 01, 2013, 04:19:29 am »
Today Robert broke enigma on linux, EGM and God knows what else because polyass just blindy pulls his shit. Polyass even commits shit knowing itll break other platforms. Their shit needs to be evaluated before its pulled. Every time I update something else is broken. If you can't take 2 minutes to test your shit you shouldn't have access.
9
General ENIGMA / Enigma on Mac OS X
« on: August 17, 2013, 12:51:30 am »
Everything is fixed
p.s Robert you suck.
p.s Robert you suck.
10
Issues Help Desk / FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK!
« on: August 08, 2013, 01:14:23 pm »
My games crashing in same spot every time and the error message couldn't be any less helpful. Please fix.
Error:
FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK!
FFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK!
Program received signal SIGSEGV, Segmentation fault.
0x000000000040b0e4 in enigma::ENIGMA_events () at Preprocessor_Environment_Editable/IDE_EDIT_events.h:80
80 ((enigma::event_parent*)(instance_event_iterator->inst))->myevent_beginstep();
Error:
FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK!
FFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK!
Program received signal SIGSEGV, Segmentation fault.
0x000000000040b0e4 in enigma::ENIGMA_events () at Preprocessor_Environment_Editable/IDE_EDIT_events.h:80
80 ((enigma::event_parent*)(instance_event_iterator->inst))->myevent_beginstep();
Code: [Select]
/********************************************************************************\
** **
** Copyright (C) 2008 Josh Ventura **
** **
** This file is a part of the ENIGMA Development Environment. **
** **
** **
** ENIGMA is free software: you can redistribute it and/or modify it under the **
** terms of the GNU General Public License as published by the Free Software **
** Foundation, version 3 of the license or any later version. **
** **
** This application and its source code is distributed AS-IS, WITHOUT ANY **
** WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS **
** FOR A PARTICULAR PURPOSE. See the GNU General Public License for more **
** details. **
** **
** You should have recieved a copy of the GNU General Public License along **
** with this code. If not, see <http://www.gnu.org/licenses/> **
** **
** ENIGMA is an environment designed to create games and other programs with a **
** high-level, fully compilable language. Developers of ENIGMA or anything **
** associated with ENIGMA are in no way responsible for its users or **
** applications created by its users, or damages caused by the environment **
** or programs made in the environment. **
** **
\********************************************************************************/
//This file was generated by the ENIGMA Development Environment.
//Editing it is a sign of a certain medical condition. We're not sure which one.
namespace enigma
{
event_iter *event_alarm; // Defined in 20 objects
event_iter *event_animationend; // Defined in 5 objects
event_iter *event_beforecollisionautomaticcollisionhandling; // Defined in 0 objects
event_iter *event_beginstep; // Defined in 0 objects
event_iter *event_collision; // Defined in 8 objects
event_iter *event_create; // Defined in 17 objects
event_iter *event_draw; // Defined in 4 objects
event_iter *event_keyboard; // Defined in 2 objects
event_iter *event_localsweep; // Defined in 0 objects
event_iter *event_particlesystemsupdate; // Defined in 0 objects
event_iter *event_step; // Defined in 14 objects
int event_system_initialize()
{
events = new event_iter[11]; // Allocated here; not really meant to change.
objects = new objectid_base[21]; // Allocated here; not really meant to change.
event_alarm = events + 0; event_alarm->name = "Alarm ...";
event_animationend = events + 1; event_animationend->name = "Animation End";
event_beforecollisionautomaticcollisionhandling = events + 2; event_beforecollisionautomaticcollisionhandling->name = "Before collision automatic collision handling";
event_beginstep = events + 3; event_beginstep->name = "Begin Step";
event_collision = events + 4; event_collision->name = "obj_19";
event_create = events + 5; event_create->name = "Create";
event_draw = events + 6; event_draw->name = "Draw";
event_keyboard = events + 7; event_keyboard->name = "Keyboard <key8>";
event_localsweep = events + 8; event_localsweep->name = "Locals sweep";
event_particlesystemsupdate = events + 9; event_particlesystemsupdate->name = "Particle Systems Update";
event_step = events + 10; event_step->name = "Step";
return 0;
}
int game_settings_initialize()
{
window_set_fullscreen(0);
texture_set_interpolation(0);
window_set_cursor(cr_none);
window_set_region_scale(-0.01, 0);
window_set_sizeable(0);
window_set_stayontop(0);
window_set_showborder(1);
window_set_showicons(1);
return 0;
}
variant ev_perf(int type, int numb)
{
return ((enigma::event_parent*)(instance_event_iterator->inst))->myevents_perf(type, numb);
}
int ENIGMA_events()
{
for (instance_event_iterator = event_beginstep->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_beginstep();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
for (instance_event_iterator = event_alarm->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_alarm();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
for (instance_event_iterator = event_keyboard->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_keyboard();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
for (instance_event_iterator = event_step->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_step();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
for (instance_event_iterator = event_localsweep->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_localsweep();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
enigma::perform_callbacks_before_collision_event();
enigma::update_globals();
for (instance_event_iterator = event_collision->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_collision();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
enigma::perform_callbacks_particle_updating();
enigma::update_globals();
if (automatic_redraw) screen_redraw();
enigma::update_globals();
for (instance_event_iterator = event_animationend->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
((enigma::event_parent*)(instance_event_iterator->inst))->myevent_animationend();
if (enigma::room_switching_id != -1) goto after_events;
}
enigma::update_globals();
after_events:
if (keyboard_check_pressed(vk_escape)) game_end();
if (keyboard_check_pressed(vk_f4)) window_set_fullscreen(!window_get_fullscreen());
if (keyboard_check_pressed(vk_f1)) show_info();
if (keyboard_check_pressed(vk_f9)) {}
//if (keyboard_check_pressed(vk_f5)) game_save('_save542964527.sav');
//if (keyboard_check_pressed(vk_f6)) game_load('_save542964527.sav');
enigma::dispose_destroyed_instances();
enigma::rooms_switch();
enigma::sleep_for_framerate(room_speed);
return 0;
} // event function
} // namespace enigma
11
SHUPAER123'S HOME / I like to sux off Robert
« on: July 02, 2013, 11:26:01 pm »
Robert loves polls so hopefully hell abide to the results.
12
Works in Progress / Raptor blasters
« on: June 16, 2013, 10:53:18 am »
Raptor blasters is an arcade sytle battle game where the goal is to push the other player out.
https://dl.dropboxusercontent.com/u/26289275/GM%20Stuff/Games/Raptor%20Blasters/Raptor%20Blasters2.egm
https://dl.dropboxusercontent.com/u/26289275/GM%20Stuff/Games/Raptor%20Blasters/Raptor%20Blasters2.egm
13
Issues Help Desk / Move bounce is garbage! How to bounce without getting stuck?
« on: June 13, 2013, 05:06:17 am »
I want to make my object bounce off other objects but with everything I try I either get stuck or glitched through a wall. move_bounce eventually gets stuck on any setting so I tried to check for an empty position but that only created a different issue. How I do this?
Heres what I have now:
Heres what I have now:
Code: [Select]
int i=xprevious;
int j=yprevious;
float hspeed_last = hspeed;
float vspeed_last = vspeed;
while(instance_place(i,j,obj_wall) != noone)
{
i -= sign(hspeed);
j -= sign(vspeed);
}
x=i;
y=j;
vspeed = -vspeed_last-gravity * argument0;
hspeed = -hspeed_last * argument0;
14
Off-Topic / choose your channel operator!!!
« on: April 08, 2013, 01:21:47 pm »
Robert has shown that he is too immature and short fused to handle being a channel operator. Everytime he is on his period, he does something destructive. Some examples are him trashing the wiki and telling new users to "gtfo". Please remove his op and make #enigma a better channel
15
Issues Help Desk / Josh is an idiot.
« on: October 21, 2012, 08:01:21 pm »
All the joystick functions crash enigma when there is no joysick present. Even if joystick_exists. What kind of idiot wrote them? O wait it was josh