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481
Developing ENIGMA / Re: New parser please
« on: August 26, 2014, 02:56:39 pm »
They are already prefixed with OBJ_ right now too, like my obj_controller becomes OBJ_obj_controller in objectfunctionality.h, but I guess it does it too late, because if there is a sprite named obj_controller, then it could error as well.
Anyway, my input on that is that LGM should in fact error or at least warn about that, because calling objects just "apple" or a sprite just "guy" is VERY bad practice. We shouldn't embrace it.
Anyway, my input on that is that LGM should in fact error or at least warn about that, because calling objects just "apple" or a sprite just "guy" is VERY bad practice. We shouldn't embrace it.
482
Developing ENIGMA / New parser please
« on: August 26, 2014, 02:45:11 pm »
Don't want to sound like a broken record, but I want that parser now just as much I wanted it 2 years ago. Right now I want to use things like classes and structures in my code, to make it cleaner and I cannot because the parser doesn't support it right now. They need to be added in definitions to compile, and then it won't work because "struct point3D { double x;}; point3D myPoint; myPoint.x;" doesn't work. The "myPoint.x" part is parsed as if the structure was an object instance, so it tries to convert "point3D to int".
Right now I do stupid stuff like, have a grid full of lists (so I have regions and every region has a list of points in that region), and those lists full of grids (where every grid has width of 3 which holds x,y,z).
Right now I do stupid stuff like, have a grid full of lists (so I have regions and every region has a list of points in that region), and those lists full of grids (where every grid has width of 3 which holds x,y,z).
483
Developing ENIGMA / Re: New properties in egm files
« on: August 26, 2014, 05:36:11 am »
That is the backup file. I guess it makes more sense if the backup files is also in EGM format, not gmk.
484
Developing ENIGMA / Re: Android
« on: August 26, 2014, 05:34:55 am »
GLES never worked, so it will have to be rewritten anyway. But the new GL3.3 code is 95% compatible with GLES2.0. So I would suggest you to do this:
1) Make /platforms work with Android (this is probably the cause of the errors you are seeing. They are not connected to the rendering system).
2) Make simple GLES implementation just to render an empty screen. This would mean that all other systems are working fine and that the only thing to do is rendering.
3) Then copy GL3.3 to GLES2.0 folder and fix all the rest of the warnings/errors that come up. Debug context might help.
I sadly still haven't fixed and committed my GL3 changes. I fixed a lot of stuff and removed a lot of incompatible functions, but it crashed when I merged and I didn't have time to figure out why.
But the fact that you actually got it to start compile is a great step forward. You should document the steps you took so others can replicate. Either in this topic or wiki.
1) Make /platforms work with Android (this is probably the cause of the errors you are seeing. They are not connected to the rendering system).
2) Make simple GLES implementation just to render an empty screen. This would mean that all other systems are working fine and that the only thing to do is rendering.
3) Then copy GL3.3 to GLES2.0 folder and fix all the rest of the warnings/errors that come up. Debug context might help.
I sadly still haven't fixed and committed my GL3 changes. I fixed a lot of stuff and removed a lot of incompatible functions, but it crashed when I merged and I didn't have time to figure out why.
But the fact that you actually got it to start compile is a great step forward. You should document the steps you took so others can replicate. Either in this topic or wiki.
485
General ENIGMA / Re: Cross Compiling
« on: August 24, 2014, 01:59:06 pm »
I think trying to compile with mingw64 on windows would also be a solution, but you would probably have to hit the thing with many rocks to make it work. I can't specifically remember the reason why mingw64 didn't work with ENIGMA on windows.
486
Proposals / Re: Copy and paste in the rooms editor
« on: August 17, 2014, 05:26:14 pm »
I like it. The multi-selection seems the most important to me though. Like selecting multiple objects/tiles and dragging them around would be awesome. Or selecting multiple objects and changing their types to another object.
487
Off-Topic / Re: I love Linux
« on: August 17, 2014, 02:49:02 pm »
I like that fact that I don't use it.
488
Proposals / Re: Flipping, scaling and rotating instances
« on: August 12, 2014, 03:12:13 pm »
Well that was a stupid mistake. But glad that got sorted. Now we just have to wait on the LGM room editor changes to support this though.
489
General ENIGMA / Re: The Times They Are A Changin'
« on: August 11, 2014, 07:16:49 am »Quote
Was it him or was it yourself who whined about it, I reckon it was you who mentioned something about it. There is lots of that in the source code even, by ENIGMA's own developers....for starters the developers should practice what they preach and that goes for everyone and stop putting the blame on users for giving the community a bad name because I strongly disagree with that.This topic is a year old, so yes, he was the one who made a commit just to remove swear words from ENIGMA (and the steaming pile of **** error message) and in the commit message said how we should be more "professional". And I agreed, yet his topic's kept being filled with colorful language, thus the irony. He has mostly stopped doing that since.
Also, to my knowledge, I have never used language like that in ENIGMA's source.
490
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 10, 2014, 01:25:14 pm »
Rotation around origin together with flipping should be as easy as this:
So the order is translate the origin, scale, rotate and translate to position.
Flipping is not rotation and translation - well it is, but it's the same as scale- so scale by negative amount and it's flipping. Try inputting -1.00 in Scale X, it should show the same as Flip X. I don't know how GM handles that fact (does it allow Scale X to be negative?), but I think we should allow it to be negative and Flip X to be enabled at the same time. It's useless, but still.
Code: [Select]
g2.setToIdentity(); //Set everything to default. This should also be true in general before any translation
g2.translate(-g.xoffset,-g.yoffset); //So move to 0-xoffset (xorigin),0-yoffset (yorigin)
g2.scale((xflip==true?-scale.getX():scale.getX()),(yflip==true?-scale.getY():scale.getY()));
g2.rotate(Math.toRadians(-rotation));
g2.translate(g.x,g.y); //Translate to instance position
So the order is translate the origin, scale, rotate and translate to position.
Flipping is not rotation and translation - well it is, but it's the same as scale- so scale by negative amount and it's flipping. Try inputting -1.00 in Scale X, it should show the same as Flip X. I don't know how GM handles that fact (does it allow Scale X to be negative?), but I think we should allow it to be negative and Flip X to be enabled at the same time. It's useless, but still.
491
Proposals / Re: some proposal
« on: August 07, 2014, 04:17:34 pm »Quote
What do you mean by that ? There is no such feature in GM, do you mean inside the code editor ? You can't do that in GM. Though it might help for people who are visually impaired, perhaps ability to select font and text size in code editorIn GM you can do that by pressing F7 and F8. I would like if that would be done by pressing Ctrl+Mousewheel like everywhere else. They also have snippets (F2) and some other functionality, but I don't need that.
I agree about code folding. Would also like more intelligent analysis, like when you are over spr_something it actually knows that it is a sprite. Or when you type draw_sprite() the first argument would automatically propose sprites as options. But there are some bugs I think need to fixed first. Like sometimes after accidental dragging of code, the undo won't work. It will undo over other valid code instead of the place you actually changed. Then there is the unlimited scroll bug, where you keep scrolling past the end of the code and it won't stop doing that until you press some keyboard keys. I have actually lost code because of these bugs.
492
Programming Help / Re: image_angle & view_angle : problem !
« on: August 06, 2014, 05:49:14 am »
I think we should do what Josh said (and I mentioned the first time I implemented custom matrices) and make the whole matrix math be General. Then only d3d_ function would have to be small wrappers around those matrices. Sadly, I don't want to do that task for D3D. I will fix the ortho function for D3D this time.
Also, my excuse is that I don't really care about the D3D graphics system. I do what I can in other ones I actually care about supporting. Although quite rapidly only GL3.3 becomes that system, I'll start dropping GL1.1 personally as well.
Also, my excuse is that I don't really care about the D3D graphics system. I do what I can in other ones I actually care about supporting. Although quite rapidly only GL3.3 becomes that system, I'll start dropping GL1.1 personally as well.
494
Issues Help Desk / Re: Now I have no instances! Only background is visible
« on: August 06, 2014, 04:19:02 am »
I usually download from the Download section -> Additional packages. There the LGM and plugin is always up to date (as in, if you can get a newer version somewhere, it's probably there).
But glad it works now. It will probably break in the near future though, as many changes are coming.
But glad it works now. It will probably break in the near future though, as many changes are coming.
495
Off-Topic / Re: Can enigma be a widget engine?
« on: August 05, 2014, 03:21:11 pm »
That is my reasoning as well. If a widget can be programmed in JS, then it's very unlikely to eat small amount of resources. Unless you somehow don't compile that JS into a native binary. That is why ENIGMA is actually not a bad platform for widgets, as it is compiled, extensible and modular (so you can remove whatever you don't need and leave only what you do need). This ends up as low ram and cpu usage by default.
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