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32
Off-Topic / Re: reflexlive
« on: March 09, 2009, 10:57:35 pm »
Lol, I got 82 by trying to figure out why my mouse wasn't working. So I pounded the mouse. Right when it turned red. Lol.
33
Issues Help Desk / Re: Help a noobie.
« on: March 06, 2009, 09:02:48 pm »
Yeah, actually, if I remove my collision code, everything works fine.
34
Issues Help Desk / Re: Help a noobie.
« on: March 04, 2009, 07:03:02 pm »
Dang, nothing works! Why doesn't anything work? This thing sucks! I mean, why wouldn't it work? What the crap?
(prepares for banhammer)
(prepares for banhammer)
37
Issues Help Desk / Re: Help a noobie.
« on: March 03, 2009, 07:31:28 pm »
This is horrible. I don't have a single game that's enigma compatible without A) adding more functions B) breaking out some moves C) adding some C++.
38
Issues Help Desk / Re: Help a noobie.
« on: March 03, 2009, 07:27:20 pm »
Woah, this forum is damn fast.
39
Issues Help Desk / Re: Help a noobie.
« on: March 03, 2009, 07:27:06 pm »
Okay, I have another question:
Why the hell is LGM so slow? Damn, I can't even edit a damn room! What the damn?!
Truthfully, it's damn fast until I open I a damn room. Then it's almost as if the damn thing just downright damn freezes. Damn!
Why the hell is LGM so slow? Damn, I can't even edit a damn room! What the damn?!
Truthfully, it's damn fast until I open I a damn room. Then it's almost as if the damn thing just downright damn freezes. Damn!
40
Issues Help Desk / Hijacked Topic
« on: February 12, 2009, 11:31:06 pm »
I'm convinced. I've been hijacked.
41
Issues Help Desk / Hijacked Topic
« on: February 09, 2009, 11:52:04 pm »
I was wondering...if I import some magical header file, would I be able to import libraries all by myself? I mean, I see the C++ code here and there (I'm still on iostream, so don't tell me anything; I like surprises) but would it work with Enigma?
Oh, and does uh well uh...what was that function...Oh window_handle() work or is that list up to date?
Hey, where the hell is the news on this thing, anyhow?
Edit: Damn.
Oh, and does uh well uh...what was that function...Oh window_handle() work or is that list up to date?
Hey, where the hell is the news on this thing, anyhow?
Edit: Damn.
42
Off-Topic / Re: Windows 7
« on: February 03, 2009, 11:30:01 pm »
Oh yeah? My N64 never crashes! Beat that!
43
Off-Topic / Re: Yoyo fails
« on: February 03, 2009, 11:28:42 pm »
Compare your problem to if the company was Autodesk, the product was 3dsMax, and you lost your registration key.
44
Issues Help Desk / Hijacked Topic
« on: February 03, 2009, 11:27:08 pm »
My god. It is true.
Curse that hijacking curse!
Curse that hijacking curse!
45
Issues Help Desk / Re: Help a noobie.
« on: February 02, 2009, 10:31:15 pm »Quote
OpticalLiam was really looking forward to that, too, so I will probably give it a shot before next release. Note that they will almost definitely not work on Linux.I don't mind if it the game won't work on linux, though that would definitely be a plus. It wouldn't really work though, would it? I mean, Wine is already messed up enough. Half Life 2 on Linux was awesome though. Ah, the epic-ness...
By the way, I noticed that the list says no screen_redraw().
What's with that? That's my baby! I must turn automatic drawing off if I'm in 2d. Then again, I probably do want to use this with 2d. There is a few problems with the speed in GM7, though, when not at full screen which is the weirdest crap. (45 FPS to 123? How does fullscreen do that?)
Anyhow, this thingy seems pretty kickass.
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The, er, three functions they added between 6 and 7 are already implemented. It functions on Vista as well.Well, you know, there's some things out there that just taste GM7 and then throw up. How about the functions from GM5? I loved those, especially the drawing functions/tools.
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It parses your code into C++. It uses OpenGL as the graphics system, and WinApi for Windows windows, Xlib for Linux windows. It makes things easier by doing a good amount of recoding for you, as well as coming with a lot of premade functions that simplify things further and remove pointers from the picture. (Which I'm considering making optional) The real benefit to be seen now is that your games can't be decompiled by an automated tool.So I get a compiled game? I should at least finish something in C++ first, because this makes me feel guilty.
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Next release, for certain. I've got most of a new system done (I work on different things intermediately) that will let you remove everything altogether, including ID. (It will be replaced by C++'s this (which is a pointer to the current instance) Count doesn't affect FPS very much at all. Like in GM, having a hundred thousand objects won't even slow the game now, as long as they don't have events. Code runs faster by nature in ENIGMA, though, as it's compiled.That this is awesome. One of those few things I understood when the basics of C++ became less basic.
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Unlike my critics would have you believe, it isn't as easy as adding the word struct before the code you enter in LGM and sending it to GCC. I can't just use C++ heredity and have everything work the same way; if I did that, instance_nearest and the like wouldn't recognize child objects as a type of the object you pass it. That's the big reason I haven't just done it as a five minute task. I'll see about getting it implemented in the new system.I see.
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I don't know why you would want to, so I haven't implemented it. If you can give me a good reason for it, I'll add a keyword for it. (Rather, I'll abuse C++'s private keyword and use it as a declarator like Java does)Nah, don't abuse anything. Just keep it solid.
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We're getting there. A few people said GM died when I implemented build mode, but I think that was the excitement of something totally new talking, rather than the big picture.Reminds me of how Ultimate3d was at version 1.31. Sucked balls and was dang slow. It took a few years for it to grow, but it did grow. Basically, it's now that GM slows down U3D, which rocks. I really hope this project grows.