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Author Topic: GM-incompatible ENIGMA features - what to do  (Read 8645 times)
Offline (Unknown gender) luiscubal
Posted on: August 10, 2011, 08:15:11 am
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At some point, though, before we start mass introducing these GM-incompatible features, we need some proposals on how to deal with when the user tries to press "Save As GMK" on a game full of EGM-specific features... This is not the topic to discuss that, though.

Ism posted that in another post. Since this *is* an interesting topic, I guess it would be good to discuss, so here's a brand new topic for it.

I suppose GM-incompatible features can be classified in threetwo categories:
1. Entirely and hopelessly incompatible with GM;
2. Potentially compatible with GM. For instance, let's say Josh implements an "animation order" in the sprite editor(just an example). If the animation order is 1-2-3-2, then this can be emulated by repeating 2 at the end of 3;

For 1, I'd say LGM should either show an error message and refuse to support GMK at all, or strip those features and risk a completely broken game.
For 2, LGM can bother to try to become compatible with GM, or not(depending on how much of an effort it is).

So what do you say?
« Last Edit: August 12, 2011, 01:41:07 pm by luiscubal » Logged
Offline (Unknown gender) TheExDeus
Reply #1 Posted on: August 10, 2011, 10:56:19 am

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I think it should just strip everything and show a notification when you try to save as a gmk. ENIGMA was never intended to be used with GM in that order. The idea is to take GM project, load it in LGM and run with ENIGMA. Not create a game in ENIGMA and then try, for some unknown reason, to launch it in GM.
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Offline (Male) Josh @ Dreamland
Reply #2 Posted on: August 10, 2011, 12:37:51 pm

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Indeed. In the event that a feature is completely incompatible, it'll be dropped. Possibly with warning, but I'm not going to push our luck. As for the sprite order thing (the compatibility concept, not the actual suggestion), it's a good idea, but I'm going to have to agree with HaRRi in that wanting to save an EGM as a GM6 is a kind of dumb idea if you've loaded it with ENIGMA features. The goal we've been sticking to with regard to GM is *backwards* compatibility. Not some symbiotic nonsense.

That said, I'm not even going to ask that Ism does that, but I'm unopposed to her doing so.
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Offline (Male) Rusky
Reply #3 Posted on: August 10, 2011, 03:16:10 pm

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Agreed. Trying to get LGM to do things like copy frames around just so GM can run a project seems rather useless, since chances are 1) you're really developing just for one or the other tool and 2) those kinds of conversions are only possible on a small subset of Enigma's extensions to GM and are always lossy, so are more trouble than they're worth especially as an automatic thing.
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Offline (Female) IsmAvatar
Reply #4 Posted on: August 12, 2011, 01:22:59 pm

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I suppose GM-incompatible features can be classified in three categories:
You only listed two.
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