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91
Announcements / Re: LateralGM Update
« on: June 05, 2013, 07:41:56 am »@11th Plague, I have no idea what you mean.They are the buttons to click, from the menu bar to the field that is not working in the UI.
11th plague:Thanks, but I've never seen something like that in other IDEs I've used.
The Author field under "API" is the name of the person that wrote the specific system you're trying to use, in case you need to contact them (especially if it's third-party). It's not added to the game or anything.
Also, it looked just like the "author" in the Game Preferences of Game Maker.
Confusing IMHO.
92
Announcements / Re: LateralGM Update
« on: June 04, 2013, 03:52:00 am »
Enigma/Settings/API/Author name cannot be changed.
This is starting to look very nice.
One feature that I'd like to see is refactoring (eg changing the name of a variable everywhere without breaking something).
This is starting to look very nice.
One feature that I'd like to see is refactoring (eg changing the name of a variable everywhere without breaking something).
93
Issues Help Desk / Re: A few quick questions
« on: January 18, 2013, 11:31:58 am »
GMOgre is open source under the LGPL license.
http://code.google.com/p/gmogre3d/source/checkout
However, "The DirectX renderer requires a version of DirectX 9 dated Nov 2008 or higher."
http://gmc.yoyogames.com/index.php?showtopic=455439
Last update to the project was on Aug 2012, so maybe there's hope of finding the author on the GMC.
http://code.google.com/p/gmogre3d/source/checkout
However, "The DirectX renderer requires a version of DirectX 9 dated Nov 2008 or higher."
http://gmc.yoyogames.com/index.php?showtopic=455439
Last update to the project was on Aug 2012, so maybe there's hope of finding the author on the GMC.
94
Announcements / Re: Christmas Plans
« on: January 08, 2013, 07:31:29 am »I can't expect other people to maintain it if I can't even cleanly describe its pieces. After this, it should be much easier to tell what is going on in the compiler code.Well, good luck then. I'm getting curious about how this compiler works, I'd like to see some documentation.
95
General ENIGMA / Game Maker Studio HTML5 discount
« on: November 25, 2012, 06:18:05 am »
YoYo Games is selling Game Maker Studio at a discount
Studio Pro + HTML5 export module -> 49.99$
I would have never paid 99 bucks for GM Studio alone, but this seems
like a GOOD deal.
The offer started some days ago, ends on 27th November.
I can code in raw HTML5, or I'd better say JavaScript + various API,
but it's even more painful than coding in GML.
I might as well buy 2 of them.
Studio Pro + HTML5 export module -> 49.99$
I would have never paid 99 bucks for GM Studio alone, but this seems
like a GOOD deal.
The offer started some days ago, ends on 27th November.
I can code in raw HTML5, or I'd better say JavaScript + various API,
but it's even more painful than coding in GML.
I might as well buy 2 of them.
97
Proposals / Re: Named loops vs numbered breaks
« on: September 26, 2012, 12:02:23 pm »
If you have to do it, use named loops.
It looks like a good companion to goto+label, I think it's a nice fit for a pasta lover.
It looks like a good companion to goto+label, I think it's a nice fit for a pasta lover.
98
Announcements / Re: EDL 3 Proposals
« on: December 04, 2011, 09:02:22 am »
I'm using Java right now for a school project, and I find it somewhat quirky.
It has and extensive standard library, but that's its main probem when it comes to deprecating stuff in order to innovate.
The more functionalities you add, the more you'll have to support.
As for Enigma, some of us just wanted a quick and (slightly less) dirty GM clone.
Anyway, I know GM sucks because it takes too much effort to build a simple textbox, nevermind a whole GUI.
Than there is another big problem with slowness and the confusion between classes and instances.
But still, sometimes I find myself wanting to go back to that old and simple piece of crap.
It has and extensive standard library, but that's its main probem when it comes to deprecating stuff in order to innovate.
The more functionalities you add, the more you'll have to support.
As for Enigma, some of us just wanted a quick and (slightly less) dirty GM clone.
Anyway, I know GM sucks because it takes too much effort to build a simple textbox, nevermind a whole GUI.
Than there is another big problem with slowness and the confusion between classes and instances.
But still, sometimes I find myself wanting to go back to that old and simple piece of crap.
99
Announcements / Re: We can't decide
« on: November 04, 2011, 04:49:43 pm »
I do not mind 50mbs, nor would I mind 500mbs.
SDKs are huge these days. Enigma is going to be an SDK, so I guess 1gb would be acceptable as well.
I download games from Steam, big games that are well over 1gb. Lots of people do.
That said, I don't think supporting all the flaws of GML is the way to go.
Most GM games are developed half way through completion and then dropped, while the completed
ones receive little to no maintenance. They are essentially dead projects. No need for conversion.
If you have such troubles with GML, why not write your own language, it may be even better, hardly worse.
BTW ternary expressions often make code more difficult to read, even for experts
SDKs are huge these days. Enigma is going to be an SDK, so I guess 1gb would be acceptable as well.
I download games from Steam, big games that are well over 1gb. Lots of people do.
That said, I don't think supporting all the flaws of GML is the way to go.
Most GM games are developed half way through completion and then dropped, while the completed
ones receive little to no maintenance. They are essentially dead projects. No need for conversion.
If you have such troubles with GML, why not write your own language, it may be even better, hardly worse.
BTW ternary expressions often make code more difficult to read, even for experts
100
Issues Help Desk / Re: G++ compiler not found
« on: September 03, 2011, 08:49:09 am »
EDIT: With that setting it now works.
This is the piece of code with the synthax error
IMHO there's a logic error too, --alarm0 should be more correct since
Anyway, it doesn't work.
Here's the Enigma output (rightclicking worked only after I closed LGM).
This is the piece of code with the synthax error
Code: [Select]
//since alarms aren't implemented yet...
if (alarm0-- == 0) {
direction = random(360);
alarm0 = 50;
}
IMHO there's a logic error too, --alarm0 should be more correct since
Code: [Select]
if (alarm0-- == 0) {
should be almost the same asCode: [Select]
if (alarm0 == 0) {
The postfix-- returns the old value (before subtracting one).Anyway, it doesn't work.
Here's the Enigma output (rightclicking worked only after I closed LGM).
Code: [Select]
target-networking: None
extensions: Universal_System/Extensions/Alarms,Universal_System/Extensions/Timel
ines,Universal_System/Extensions/Paths,Universal_System/Extensions/MotionPlannin
g
Creating swap.
Initializing global scope.
Undefining _GLIBCXX_EXPORT_TEMPLATE
Dumping whiteSpace definitions...Opening ENIGMA for parse...
Ignoring error in specialization expression at position 19: Expected operator at
this point
Ignoring error in specialization expression at position 19: Expected operator at
this point
Ignoring error in specialization expression at position 23: Expected operator at
this point
Successfully parsed ENIGMA's engine (500ms)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Initializing EDL Parser...
Grabbing locals...
Finding parent...found >> Checking ancestor object_collisions
>> Checking ancestor object_transform
>> Checking ancestor object_graphics
>> Checking ancestor object_planar
>> Checking ancestor object_basic
Unable to locate member `' in scope `::enigma' (::enigma)
In file included from ./ENIGMAsystem/SHELL/SHELLmain.cpp: Line 135, position 1:
No error
code snippet: ->unlink(); delete i->inst; }
return 0;
}
}
<<>>
Code snippet unavailable; possibly heavily buried in untraceable macros or insta
ntiations.
------------------------------------------------
ERROR! Extension implements without defining it!
Determining build target...
Starting platform inspection
- ENIGMAsystem/SHELL/Platforms/./Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/../Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/.svn/Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/Android/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/Cocoa/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/iPhone/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/platforms_mandatory.h/Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/Win32/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/xlib/Info/About.ey: Opened.
Done.
%e-yaml
---
treat-literals-as: 0
sample-lots-of-radios: 0
inherit-equivalence-from: 0
sample-checkbox: on
sample-edit: DEADBEEF
sample-combobox: 0
inherit-strings-from: 0
inherit-escapes-from: 0
inherit-increment-from: 0
target-audio: OpenAL
target-windowing: Win32
target-compiler: gcc
target-graphics: OpenGL
target-widget: None
target-collision: BBox
target-networking: None
extensions: Universal_System/Extensions/Alarms,Universal_System/Extensions/Timel
ines,Universal_System/Extensions/Paths,Universal_System/Extensions/MotionPlannin
g
Parsing settings...
Opened ENIGMAsystem/SHELL/Graphics_Systems/OpenGL/Config/win32.ey
Could not open ENIGMAsystem/SHELL/Widget_Systems/None/Config/win32.ey.
Opened ENIGMAsystem/SHELL/Audio_Systems/OpenAL/Config/win32.ey
TOINT: 0
TOINT: 0
TOINT: 0
TOINT: 0
TOINT: 0
Setting up IDE editables...
%e-yaml
---
treat-literals-as: 0
sample-lots-of-radios: 0
inherit-equivalence-from: 0
sample-checkbox: on
sample-edit: DEADBEEF
sample-combobox: 0
inherit-strings-from: 0
inherit-escapes-from: 0
inherit-increment-from: 0
target-audio: OpenAL
target-windowing: Win32
target-compiler: gcc
target-graphics: OpenGL
target-widget: None
target-collision: BBox
target-networking: None
extensions: Universal_System/Extensions/Alarms,Universal_System/Extensions/Timel
ines,Universal_System/Extensions/Paths,Universal_System/Extensions/MotionPlannin
g
Creating swap.
Initializing global scope.
Undefining _GLIBCXX_EXPORT_TEMPLATE
Dumping whiteSpace definitions...Opening ENIGMA for parse...
Ignoring error in specialization expression at position 19: Expected operator at
this point
Ignoring error in specialization expression at position 19: Expected operator at
this point
Ignoring error in specialization expression at position 23: Expected operator at
this point
Successfully parsed ENIGMA's engine (516ms)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Initializing EDL Parser...
Grabbing locals...
Finding parent...found >> Checking ancestor object_collisions
>> Checking ancestor object_transform
>> Checking ancestor object_graphics
>> Checking ancestor object_planar
>> Checking ancestor object_basic
Unable to locate member `' in scope `::enigma' (::enigma)
In file included from ./ENIGMAsystem/SHELL/SHELLmain.cpp: Line 135, position 1:
No error
code snippet: ->unlink(); delete i->inst; }
return 0;
}
}
<<>>
Code snippet unavailable; possibly heavily buried in untraceable macros or insta
ntiations.
------------------------------------------------
ERROR! Extension implements without defining it!
Determining build target...
Starting platform inspection
- ENIGMAsystem/SHELL/Platforms/./Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/../Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/.svn/Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/Android/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/Cocoa/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/iPhone/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/platforms_mandatory.h/Info/About.ey: Failed!
- ENIGMAsystem/SHELL/Platforms/Win32/Info/About.ey: Opened.
- ENIGMAsystem/SHELL/Platforms/xlib/Info/About.ey: Opened.
Done.
poof.
poof.
poof.
Initializing dialog boxes
Initialized.
Building for mode (0)
Cleaning up from previous executions
Finding parent...found >> Checking ancestor object_collisions
>> Checking ancestor object_transform
>> Checking ancestor object_graphics
>> Checking ancestor object_planar
>> Checking ancestor object_basic
Unable to locate member `' in scope `::enigma' (::enigma)
In file included from ./ENIGMAsystem/SHELL/SHELLmain.cpp: Line 135, position 1:
No error
code snippet: ->unlink(); delete i->inst; }
return 0;
}
}
<<>>
Code snippet unavailable; possibly heavily buried in untraceable macros or insta
ntiations.
------------------------------------------------
ERROR! Extension implements without defining it!
Location in memory of structure: 05601850
File version: 800
COPYING SOME F*CKING RESOURCES:
Copying sprite names [2]
Copying sound names [0]
Copying background names [0]
Copying path names [0]
Copying script names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [2]
Copying room names [1]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
2 Objects:
obj_clown: 12 events:
Event[0]: Parsing 1 sub-events:
Check `obj_clown::create...; { colors [ 0 ] = c_lime ; colors [ 1 ] = c_yellow ;
colors [ 2 ] = make_color_rgb ( 255 , 168 , 0 ) ; colors [ 3 ] = c_red ; colors
[ 4 ] = c_blue ; colors [ 5 ] = c_black ; colors [ 6 ] = c_white ; sprite_index
= spr_clown ; x = random ( room_width - 80 ) + 48 ; y = random ( room_height -
80 ) + 48 ; direction = random ( 360 ) ; speed = 4 ; alarm0 = 50 ; score = 0 ; b
ackground_color = colors [ score %= 100 ] ; room_caption = "Score: " + toString
( score ) ; xprevious = x ; yprevious = y ; } Done. Starting parse...
Cut string "Score: "
Second pass...done. collecting variables...
Collecting some variables...
Adding `colors' because that's just what I do.
Ignoring `c_lime' because it's a global.
Ignoring `colors' because it's already a local.
Ignoring `c_yellow' because it's a global.
Ignoring `colors' because it's already a local.
Calls script `make_color_rgb'
Ignoring `colors' because it's already a local.
Ignoring `c_red' because it's a global.
Ignoring `colors' because it's already a local.
Ignoring `c_blue' because it's a global.
Ignoring `colors' because it's already a local.
Ignoring `c_black' because it's a global.
Ignoring `colors' because it's already a local.
Ignoring `c_white' because it's a global.
Ignoring `sprite_index' because it's a shared local.
Ignoring `spr_clown' because it's a global.
Ignoring `x' because it's a shared local.
Calls script `random'
Ignoring `room_width' because it's a global.
Ignoring `y' because it's a shared local.
Calls script `random'
Ignoring `room_height' because it's a global.
Ignoring `direction' because it's a shared local.
Calls script `random'
Ignoring `speed' because it's a shared local.
Adding `alarm0' because that's just what I do.
Ignoring `score' because it's a global.
Ignoring `background_color' because it's a global.
Ignoring `colors' because it's already a local.
Ignoring `score' because it's a global.
Ignoring `room_caption' because it's a global.
Calls script `toString'
Ignoring `score' because it's a global.
Ignoring `xprevious' because it's a shared local.
Ignoring `x' because it's a shared local.
Ignoring `yprevious' because it's a shared local.
Ignoring `y' because it's a shared local.
done>Done.
Event[3]: Parsing 1 sub-events:
Check `obj_clown::step...Syntax error in object `obj_clown', Step event:0:
Line 13, position 14 (absolute 361): Primary expression expected before operator
2
poof.
poof.
poof.
Premere un tasto per continuare . . .
101
Issues Help Desk / Re: G++ compiler not found
« on: September 03, 2011, 07:07:12 am »
Stable. There's a Testing too. What should I select?
I reinstalled from the zip and this time I selected Dev-Trunk for the update (r865).
When I try to run the Catch_the_Clown I get this error (and many more errors in the Enigma shell).
BTW Is there a way to copy all the Enigma output inside a textfile? It doesn't fit a screenshot (or two, or three, it's too damn long).
I reinstalled from the zip and this time I selected Dev-Trunk for the update (r865).
When I try to run the Catch_the_Clown I get this error (and many more errors in the Enigma shell).
BTW Is there a way to copy all the Enigma output inside a textfile? It doesn't fit a screenshot (or two, or three, it's too damn long).
102
Issues Help Desk / Re: G++ compiler not found
« on: September 02, 2011, 03:48:37 pm »
I downloaded it from the Download section and then let it auto-update.
Where can I get an updated version?
EDIT: I tryed the SVN too, but there's no .exe file in there
Where can I get an updated version?
EDIT: I tryed the SVN too, but there's no .exe file in there
103
Function Peer Review / Re: GM's Data Structures
« on: September 02, 2011, 08:25:04 am »
I'm just saying I can handle both GML and C++ synthax, but a mix of the two could be tricky and counter-intuitive if rushed through.
Thank you for caring.
Thank you for caring.
104
Issues Help Desk / Re: G++ compiler not found
« on: September 02, 2011, 08:20:14 am »
Every time I said I didn't want to install MinGW, it prompted the OpenAL installation, even though OpenAL was already installed.
I'm sure OpenAL was already installed, I even installed it from Enigma once, but it wanted to install it again the next time I started it.
Also, when I selected Cancel, it said Installation Complete anyway
As I installed MinGW, it stopped asking to install OpenAL. You might want to check it out.
I have another problem now. When I try to Run the Catch_the_Clown.gmk game, LGM says "ENIGMA isn't ready yet".
This is my ENIGMA screen.
I'm sure OpenAL was already installed, I even installed it from Enigma once, but it wanted to install it again the next time I started it.
Also, when I selected Cancel, it said Installation Complete anyway
As I installed MinGW, it stopped asking to install OpenAL. You might want to check it out.
I have another problem now. When I try to Run the Catch_the_Clown.gmk game, LGM says "ENIGMA isn't ready yet".
This is my ENIGMA screen.
105
Announcements / Re: First R4 game, VERSION 2, despite everything being unimplemented
« on: August 31, 2011, 07:24:52 am »
Download links are broken, this topic is linked in the Download page of Enigma, please fix.