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Messages - The 11th plague of Egypt

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31
So is this resolved?
More or less, but it required manual compilation of the dll to work.
I'd like the next zip to work that on its own, like it's supposed to do.

I've got some other issues importing my old project, but maybe I should start a different thread for that, right?

32
Try compiling an empty room first.
It works with no room at all, even in debug mode.
It also works with a single room.

33
Yes, try running git-bash.bat from the same folder where ENIGMA.exe is. Then type "cd enigma-dev" and then "mingw32-make". It should compile the compileEGMf.dll and put it in enigma-dev.
Ok! Doing this, compileEGMf.dll is created.

I cannot import my old project, though.
http://sandbox.yoyogames.com/games/147289/download

Is there a very simple game you use for testing?
I'm not sure this really installed correctly.

34
A) same error after resetting and trying again with admin priviledges

B) no, only file with that name is .cbp

C) error running make (this time without resetting after step A)
"accesso negato" means "access denied"
"impossibile trovare" means "cannot find"


35
Deleted the ENIGMA folder, the ProgramData folder and downloaded the latest zip.
Same error.

I have JRE 7u60 32bits installed. Removed JDK and all other stuff.

Code: [Select]
java.lang.UnsatisfiedLinkError: Unable to load library 'compileEGMf': Native library (win32-x86/compileEGMf.dll) not found in resource path ([file:/C:/Programmini/ENIGMA/enigma-dev/plugins/enigma.jar])
at com.sun.jna.NativeLibrary.loadLibrary(NativeLibrary.java:271)
at com.sun.jna.NativeLibrary.getInstance(NativeLibrary.java:398)
at com.sun.jna.Library$Handler.<init>(Library.java:147)
at com.sun.jna.Native.loadLibrary(Native.java:412)
at com.sun.jna.Native.loadLibrary(Native.java:391)
at org.enigma.EnigmaRunner.attemptLib(EnigmaRunner.java:252)
at org.enigma.EnigmaRunner.access$1(EnigmaRunner.java:245)
at org.enigma.EnigmaRunner$3.run(EnigmaRunner.java:183)

36
Off-Topic / Re: GM:Studio Standard Now Free
« on: June 07, 2014, 06:18:58 am »
Fuck, seriously, Mac export $99?!

This is WORSE, not better, than before.

I should have upgraded my GM8.1 to GMS Pro during the last sale.

I didn't because I already have a GMS Pro license I bought when they were selling it with the HTML5 for free.
So, the last deal was not as good as the one I got long ago.
And now it seems I'm not getting a better one either.

There are NO TEAM FEATURES in free so it's USELESS for any SERIOUS WORK.

Fuck them greedy bastards.

37
Issues Help Desk / Error - ENIGMA: Unable to communicate with library
« on: June 06, 2014, 12:06:30 pm »
Today I decided to try out the latest zip and couldn't even get through the first start.
I got the error you see in the screenshot.



When I restarted, the error did not appear again, but nothing works.
I'm on Windows 7 x64 SP1 - Italian version, if it makes a difference.

38
For me it's the same.
Which is strange, since my card has the ability to come up with some strange artifacts for some games.
I have a ATI Radeon HD 4570 (an old mobile GPU) on Windows 7 x64.

Thanks, could you be more specific ? Are you seeing the equivalent of image 1 (bad display) or image 2 (good display) - Also the scrolling background, is it displayed properly ? no flickering or lines, etc ?
Good on both, I used the normal number keys and not the numpad.
No flickering or other strange things.

BTW why are you using OpenGL 1.1? That's old!

39
For me it's the same.
Which is strange, since my card has the ability to come up with some strange artifacts for some games.
I have a ATI Radeon HD 4570 (an old mobile GPU) on Windows 7 x64.

40
Announcements / Re: Licensing, the ultimatum
« on: June 03, 2014, 03:29:02 am »
Well this is easy to figure out....

LGPL

...done.  "Limited" in the sense that it is GPL only for the primary piece of software, while all derivative works are owned by their individual creators.  Does no one read legalease anymore?
Hum, we read legalese, yes, maybe too much of it, even.

And that's why we figured out that LGPL is not enough already.
The final game code is too integrated with the engine code (i.e. not simply linked), so it would need to be LGPLed as well, so no closed source games would be possible that way.
One idea was using the MPL 2.0, which is GPL compatible but less strict (hint, it works "by file").

Old topic here.

41
General ENIGMA / Re: New Beginnings
« on: June 01, 2014, 07:03:54 am »
Why wouldn't we compete with UE or Unity?

Making a game engine for simple games is already a huge and very difficult task, so imagine doing a competitor of UE or Unity ! I think only a company can make such a project. Do you know an open-source project similar to UE or Unity ? It is no accident you will not find such a project.

JMonkeyEngine.
It's a full fledged engine (not just graphics) to make 3D games.
And they did it by recycling and integrating a lot of work done by others.
The IDE is a modded version of Netbeans, for example.
The pathfinding system is a port of Recast, and they are planning on making it a simpler wrapper to reduce maintenance work. Etc.
It's written in Java (with C++ bindings under the hood) and BSD licensed.

LibGDX
Not 3D, but a strong competitor to Unity and UE on the 2D field.
They integrate LWJGLand Box2D.
They use Gradle to compile and deploy to the shitload of platforms they support.
Oh, and they don't do IDEs, they just let you use the IDE you like.
It's written in Java (with C++ bindings under the hood) and Apache 2.0 licensed.

The only guys I know that are trying to make everything from scratch are the Enigma guys.
With less successful results.

42
General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 05:21:49 pm »
I love Java, even though I think some of its standard library could use an improvement.

If you want to use C++ to do away with the parser that has been slowing this project down forever, that's fine for me.
GML is not garbage collected, after all, just like C++, but similarities stop there.
GML is much more similar to C than to C++. There's very little structure and no generics in GML.

C++  is freaking huge, and it has pointers and scary things in that hugeness.
If you allow all of C++ then this would for sure drive away most of the GML crowd as quickly as you can dereference a pointer.
Yet, it would drag in others, so, a mixed bag indeed.

My only strong suggestion?
If you can do away with the parser, don't get your self lost coding a new IDE.
There are plenty of good IDEs for C++ out there you could make use of.
Pick one, write a custom plugin and be done with it.

43
Announcements / Re: Licensing, the ultimatum
« on: May 31, 2014, 05:00:55 pm »
Very nicely put.

44
Off-Topic / Latest RPG Maker selling for $1
« on: May 30, 2014, 02:19:53 am »
With this humble weekly bundle you can get RPG Maker VX Ace for $1.

Add more money and you get a bunch of DLCs and a character editor.

https://www.humblebundle.com/weekly

Steam version only.
Seems worth it though.

45
Off-Topic / Re: Unity Web Player
« on: May 25, 2014, 12:23:49 pm »
It was this plugin
http://sandbox.yoyogames.com/help/firefox

It wasn't bad at all, but I can see why they went for HTML5.

Nowadays we have an extremization that could be summed up as "go HTML5 or go native".

It's not just GM, Unity will be moving towards HTML5+WebGL as well with v5.

As for me, I guess I'm going to move away from both Unity and GMS.
I'm tired with all the stupid problems arising from closed environments.

If you can code Java, check this out.
http://jmonkeyengine.org/

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