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16
Off-Topic / StarCraft 2 No LAN
« on: July 29, 2009, 10:13:48 pm »
Google it.
So, uh, whose going to buy a legal copy when it's out?
I'm not. Not anymore.
So, uh, whose going to buy a legal copy when it's out?
I'm not. Not anymore.
18
Announcements / Re: Subject
« on: July 27, 2009, 05:07:04 pm »Code: [Select]
struct a {} b;
b.a=0;
Do people actually have that happen?
19
Issues Help Desk / Re: Lol
« on: June 13, 2009, 12:55:00 am »Nope, I'm pretty sure that's C++ there.
21
Issues Help Desk / Re: Lol
« on: May 24, 2009, 01:24:12 pm »
No, I'm not writing any games in C++, just wrapping DLL's in a DLL and shiz.
@score_under
Give me a minute to figure with that piece of code. That is freaking awesome.
@score_under
Give me a minute to figure with that piece of code. That is freaking awesome.
22
Issues Help Desk / Re: Lol
« on: May 23, 2009, 11:13:48 pm »
So I'm guessing no one knows.
Okay, I abandoned Enigma for pure C++ anyways. XD
Okay, I abandoned Enigma for pure C++ anyways. XD
23
Issues Help Desk / Re: Lol
« on: May 17, 2009, 02:52:14 pm »
Now I'm getting a bunch of weird stuff. It works one second and then dies the next.
http://www.box.net/shared/rf354umc01
It shows the code in the compiler box and then says something about an unexpected error or handle or event or something and it asks me if I would like to debug it with MSVC++ 2005.
http://www.box.net/shared/rf354umc01
It shows the code in the compiler box and then says something about an unexpected error or handle or event or something and it asks me if I would like to debug it with MSVC++ 2005.
24
Issues Help Desk / Re: Lol
« on: May 17, 2009, 02:29:39 pm »
Okay, how the hell do the string functions work?
I swear, every time I try to do something, it gives me this crap on how it can't covert from a char to a string...that's with string_char_at()...but I mean, how else am I going to do it? So I try
So I remove the C++ and change the i_char to a "var" and that line gives me no problems. Then I come to:
And so it works, but what the hell?
Really, the whole script makes no sense to me.
Oh, and I can only get the first index (image_index zero) of a sprite to draw. Is that known?
But anyhow, this is pretty sexy. XD
I swear, every time I try to do something, it gives me this crap on how it can't covert from a char to a string...that's with string_char_at()...but I mean, how else am I going to do it? So I try
Code: [Select]
cpp {
i_char = main_string.at(i);
}
and then it throws that it's a var struct? What the hell?So I remove the C++ and change the i_char to a "var" and that line gives me no problems. Then I come to:
Code: [Select]
i_index = ord(i_char)-32;
And it says that i_char is a std string again? Whut?!? So I do: Code: [Select]
cpp {
i_index = i_char.at(0);
}
And it says that it's a var struct? Wa!? So then I just do Code: [Select]
i_index = i_char;
and it works! WHAT THE HELL? I THOUGHT I DECLARED i_index AS A double !! Epic Automatic casting or sompin'?And so it works, but what the hell?
Really, the whole script makes no sense to me.
Code: [Select]
var main_font;
main_font = argument3;
var main_string;
main_string = argument2;
var main_string_i_max;
main_string_i_max = string_length(main_string);
var i;
var i_char;
double i_index;
for (i = 0; i < main_string_i_max; i += 1)
{
i_char = string_char_at(main_string,i);
i_index = i_char;
i_index = i_index - 32;
draw_sprite(sprMainFont,i_index,argument0+(i*13),argument1);
}
Oh, and I can only get the first index (image_index zero) of a sprite to draw. Is that known?
But anyhow, this is pretty sexy. XD
25
Issues Help Desk / Re: Lol
« on: May 16, 2009, 09:08:03 pm »Quote
technically, cout would actually work there, if you just #included it.Yah, but nothing would show. I mean, unless I, like, output to a different stream or something...but I don't understand how any of that stuff works, just how to use it.
But hey! Cool! Time to try out some classes and shiz!
26
Issues Help Desk / Lol
« on: May 15, 2009, 10:55:51 pm »
Well, I was going to ask why draw_text doesn't work...and then I looked at the list of functions.
Anyhow, why aren't there any games with Enigma? For me, all I really need is draw_sprite, and I've got meself a game. I mean, should I make a really random game?
I noticed my little game's size is 632 kilobytes. Wicked!
Anyhow, how is C++ used inGame Maker Enigma? At the current state (r3) could I make my own objects and classes? Also, is it possible to get the window handle in C++?
I mean, how exactly is the C++ called? I can obviously see that cout isn't going to be working anytime soon. (That was a joke, by the way. I know where to use cout.)
I'm off to play Fallout 3. Bye bye!
Anyhow, why aren't there any games with Enigma? For me, all I really need is draw_sprite, and I've got meself a game. I mean, should I make a really random game?
I noticed my little game's size is 632 kilobytes. Wicked!
Anyhow, how is C++ used in
I mean, how exactly is the C++ called? I can obviously see that cout isn't going to be working anytime soon. (That was a joke, by the way. I know where to use cout.)
I'm off to play Fallout 3. Bye bye!
27
Proposals / Re: io_handle() and io_clear()
« on: May 12, 2009, 11:52:54 pm »
No way. There's an io_handle?
28
Announcements / Re: Progress
« on: May 01, 2009, 06:32:34 pm »
Nice to hear (not the IP ban shiz, before that). I'll be probably learning how to use Enigma when "stdcall" DLL's are working.
Oh, could someone please tell me if a better version of Lateral GM will come with the next release? For some reason, I can't use the version that Enigma ships with, and I'm not a brain enough to update stuff. Or maybe I am and I'm just lazy, but when will R4 come?!?!
Oh, could someone please tell me if a better version of Lateral GM will come with the next release? For some reason, I can't use the version that Enigma ships with, and I'm not a brain enough to update stuff. Or maybe I am and I'm just lazy, but when will R4 come?!?!
30
Announcements / Re: Progress Report
« on: March 11, 2009, 07:04:33 pm »We're not even up to the zeta version yet, you epsilon semi-moron!What in the world is a zeta version? Is that like the 6th/7th version before the first version. Wait, what am I saying?
I meant an ETA on this version, unless it's already here.