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time-killer-games
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Reply #1 Posted on: June 30, 2015, 06:21:42 am |
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"Guest"
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1) other than TheExDeus major devs are just very busy but they are coming back. 2) those already work on linux but if not i already made a linux *.so library in c++ for this and its open source so it can easily be added to enigmas core engine. I'll look for it on my harddrive today and upload it for you to use as a gamemaker-like extension for enigma in the meantime, ill include the source too if you need it. 3) no idea php isnt my thing edit - btw your english is fine, im american and you posted better english than i normally do 
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« Last Edit: June 30, 2015, 06:27:30 am by time-killer-games »
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TheExDeus
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Reply #4 Posted on: June 30, 2015, 12:55:01 pm |
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 Joined: Apr 2008
Posts: 1860
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No, it is not dead. There are stuff going on, but it is mostly me at the moment. I think it is time to decide on a different direction, like totally ditching GM compatibility (something I haven't considered important in years) and making a new IDE (on which apparently Robert and some other people are slowly working). This week and next week is totally full for me (next week I won't even have internet or computer), but the week after that I hope to make some kind of topic detailing stuff I have done. For the php project you need a command line interface (CLI). ENIGMA has two of those. One is native (written as a separate program in C++), but is not finished. With that you can compile an .gmx using a cmd command (it is more of a dialog). The other option is more working as it uses LGM. You can basically tell LGM to use the ENIGMA plugin and compile a project. Something like "java <jvm options> -jar plugins/enigma.jar <game_file.gmx>" (more here: http://enigma-dev.org/docs/Wiki/CLI). This way you can load anything LGM can and compile anything your version of ENIGMA can. The only hard part is passing ENIGMA settings, which is not possible as far as I know. This needs to be added to the LGM or plugins/enigma.jar.
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Josh @ Dreamland
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Reply #5 Posted on: June 30, 2015, 07:29:24 pm |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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You've been missing out on a lot of conversation on that topic, Harri. The short of it is, I think Game Maker (and ENIGMA by extension) would be more greatly benefited by, eg, a finite state machine editor than by the "perfect language" I was trying to design. I still want a highly cross-compilable language, but I think that everything that made Game Maker and ENIGMA any good was in the editor, not in the compiler. The compiler's just the thing that makes it finally work, and ENIGMA wasn't even really good at that.
I haven't finished planning something elaborate enough to rekindle my interest in developing it, but we keep tossing ideas back and forth. PHP isn't a consideration; it might actually be the worst language in existence.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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time-killer-games
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Reply #6 Posted on: July 01, 2015, 12:02:57 am |
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"Guest"
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@fervi im still looking apologies my computer is beimg slow as shit atm so im going to clean off some old software and files first so i can actually find that *.so library a lot quicker for you. Literally spent hours hoping the search results would finish loading but never did after trying about 6 times now so its about time i clean some GB off my machine, been slow in a lot of other ways making it hard to function on there, ill fix that tomorrow, and thank you for your patience! 
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time-killer-games
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Reply #8 Posted on: July 07, 2015, 12:56:01 pm |
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"Guest"
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@fervi  Here you be, finally, the shared object library for linux. Found it. Comes with example, the windows OS equivalent, and the source code for both the linux and windows libraries. have no recollection of whether i even tested it on linux yet, its been a while since i made it. WYSIWYG. Let me know how it goes, and if it works at all! https://www.dropbox.com/s/k6p1vcyz2a6scwp/Execute%20Program.gmx.zip?dl=0Cheers! 
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« Last Edit: July 07, 2015, 12:59:25 pm by time-killer-games »
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Goombert
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Reply #9 Posted on: July 07, 2015, 07:01:12 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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Yeah basically what Josh said, though I am kind of diverging myself in a lot of different directions. I've so overloaded with school work but I have a really amazing prototype of some of my new ideas and a lot of great ones that I am not going to drop on this forum because I want to retain them. Some people I've been keeping in the loop about some of these things I've been working on it, but it is too early for me to say much. But I am basically behind what you are saying Harri and we're pretty much on all the same page. I am hoping that I may actually come up with something for the interim that will put us back on the right track until Josh solidifies his ideas and plans.
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« Last Edit: July 07, 2015, 07:02:49 pm by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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Josh @ Dreamland
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Reply #10 Posted on: July 11, 2015, 08:41:14 pm |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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Sorry, Harri; I thought I hit reply, but apparently my response is victim to the ages. Apparently the question of what a FSM editor would look like has been answered by Unreal3D. I would prefer the ability to group nodes (or ideally, to have nested state machines in nodes, for different systems to use) in my implementation, but otherwise, the U3D editor looks sound.
I don't know what you mean by every variable being a switch statement. I worked hard to make sure that isn't the case, even in var. Lookups between objects are switch statements when the type of the object is ambiguous (which, for ENIGMA, I think is every dot-access for custom locals).
I think our best option for providing GM "support" in the future is to make sure that the warnings and errors the compiler emits are easy to operate on. For example, GCC will warn when you say [snip=edl]if (someVar = 10)[/snip], suggesting that you wrap the assignment in parentheses. If ENIGMA emitted this warning, a compatibility layer (read: trainspiler) could replace = with ==.
I already had proposals to deal with Game Maker's lack of type system (and ENIGMA's failure to strongly introduce one). In Game Maker, [snip=edl]choose(c_red, obj_sunflower, 10.5, "hamster")[/snip] is completely valid. ENIGMA retains this; the return type is var. In a better language, this would be disallowed, while [snip=edl]choose(c_red, c_green, c_blue)[/snip] would be allowed, and even [snip=edl]choose(obj_sunflower, obj_ladybug, obj_cloud)[/snip] would be permitted. This is the easy part. The hard part is knowing that [snip=edl]instance_nearest(x, y, obj_sunflower)[/snip] is not just instance_t, but an instance of obj_sunflower. I am still thinking about elegant ways of addressing this, from a language design standpoint.
I won't labor over what else to include in this post, because if I do, it might end up not being posted, again. So yeah, just some initial thoughts.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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The 11th plague of Egypt
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Reply #13 Posted on: July 16, 2015, 08:18:55 am |
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 Joined: Dec 2009
Posts: 274
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Sorry, Harri; I thought I hit reply, but apparently my response is victim to the ages. Apparently the question of what a FSM editor would look like has been answered by Unreal3D. I would prefer the ability to group nodes (or ideally, to have nested state machines in nodes, for different systems to use) in my implementation, but otherwise, the U3D editor looks sound.
I don't know what you mean by every variable being a switch statement. I worked hard to make sure that isn't the case, even in var. Lookups between objects are switch statements when the type of the object is ambiguous (which, for ENIGMA, I think is every dot-access for custom locals).
I think our best option for providing GM "support" in the future is to make sure that the warnings and errors the compiler emits are easy to operate on. For example, GCC will warn when you say [snip=edl]if (someVar = 10)[/snip], suggesting that you wrap the assignment in parentheses. If ENIGMA emitted this warning, a compatibility layer (read: trainspiler) could replace = with ==.
I already had proposals to deal with Game Maker's lack of type system (and ENIGMA's failure to strongly introduce one). In Game Maker, [snip=edl]choose(c_red, obj_sunflower, 10.5, "hamster")[/snip] is completely valid. ENIGMA retains this; the return type is var. In a better language, this would be disallowed, while [snip=edl]choose(c_red, c_green, c_blue)[/snip] would be allowed, and even [snip=edl]choose(obj_sunflower, obj_ladybug, obj_cloud)[/snip] would be permitted. This is the easy part. The hard part is knowing that [snip=edl]instance_nearest(x, y, obj_sunflower)[/snip] is not just instance_t, but an instance of obj_sunflower. I am still thinking about elegant ways of addressing this, from a language design standpoint.
I won't labor over what else to include in this post, because if I do, it might end up not being posted, again. So yeah, just some initial thoughts.
Meh, I'm using Python now. Duck typing is nice. Sometimes it's convenient to have functions return different types. That does not mean that types aren't there print(3+"3") # doesn't work print(str(3)+"3") # works The interpreter disallows savage cast.
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