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526
Announcements / Re: Collisions update
« on: December 21, 2010, 08:06:07 pm »All I can say is, we'll see. I have no idea whatsoever (which is somewhat unusual; I usually thoroughly investigate the implications of any differences before acting, but in this case I have nothing to go by).hmm, that is somewhat a concern and thought I have had myself for a while. I always got the feeling you have always been somewhat apprehensive about collisions, so I thought this might have been one of the reasons why. I can see the difficulty that surrounds trying to match a collision system like this, I hope it doesn't wind up being too big an issue.
I've thought about it, and the idea that scares me the most is that a GM game in which the character could not fall through a 32px gap between blocks of the same size would do so in ENIGMA, or vice versa.
All I can say is, we'll do our best and pay careful attention to reports.
527
General ENIGMA / Re: Some common GML issues, will/how can they be dealt with in Enigma?
« on: December 21, 2010, 04:42:09 pm »Quote
Well you will always need to cycle trough all the instances. Its the only way to actually get the distance of thous instances (unless the room is divided in some regions and only instances in specific regions are checked etc.).But with using nth you will need to cycle through the instance multiple times, every time it is called which is much slower. Unlike if you return a list of instance which only requires cycling through once, which is why I think the first method is probably a better choice.
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No I just wanted to understand what you actually meant.I wasn't fixed on a method, I think they are both could actually be done. The first:
Code: (EDL) [Select]
sprite_index = "spr_player";
instance_create(x, y, "obj_player");
Is much easier to use and more naturally to beginners to use, but is a lot less 'coder' friendly. I believe this could be implemented if Enigma automatically maps resource indexes to corresponding string indexes. Then for all instance functionality it could check if a real is given, if so just return the index as normal or if a string is given then lookup from a map and return the corresponding index. From a coder perspective I do not particularly like this myself but it would make life easier for beginners who do not understand the difference between strings and indexes, many beginners try to do this in Game Maker.Code: (EDL) [Select]
sprite_index = sprite_get_index("spr_player");
instance_create(x, y, object_get_index("obj_player"));
These _get_index functions returning the index from a string name could be added to compliment the object_get_name() and hopefully _get_name() functions for all the resources. This is much more coder friendly but would still require Enigma mapping all the resource indexes to corresponding string names.Or maybe both could be implemented? I personally would never use either method because I think it's bad programming but I'm just thinking what might entice beginners to the program.
528
Announcements / Re: Collisions update
« on: December 21, 2010, 04:02:13 pm »
I'm curious will the finished collision engine behaviour in the exact way that GM's does? Because even small differences could lead to a lot of people's existing gml code not working properly for their collisions. Or will people just have to accept that there will be some difference in the way collisions work?
529
General ENIGMA / Re: Some common GML issues, will/how can they be dealt with in Enigma?
« on: December 21, 2010, 03:56:33 pm »Quote
And how exactly the return value would look like? If you just thought something like instance_nearest_nth (which would return n'th nearest instance) then that needs just a separate function.I don't know, I don't have all the answers, I was wondering if Josh had thought about it. The problem with nth type functions is that they will be a lot slower to cycle through instances. The way I see to do it is by return a list of some sort then you could then cycle through the list somehow or use the with() command perhaps
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As string? Like "sprite_player" would return a sprite index? But then how would you write "sprite_player"? If you thought something like sprite_return("sprite_player"), then I think that could be possible, but in the same way as variable_set or execute_code.Yes like that, again I don't have all the answers. Although thinking about it some more maybe this naturally wont be such an issue in enigma since it will I presume have better resource cycling functions then GM I imagine you could write a function easily to loop through a resource and map it yourself. This is a common thing that 'newbies' wish to do though so maybe Enigma could automatically map resource indexes to string values then Enigma could actually call reference resources from string values. As horrible as this sounds it might be worth considering...
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What do you mean with "entire code"? Do you mean the event? If so, then I guess it could be cool if you could stop the rest of the event to be executed. But to exit from code in any place you can just type "exit;".Yes I meant event, edited the post to include that.
530
Proposals / Script Editor Improvements
« on: December 21, 2010, 03:02:06 pm »
I believe I saw Josh once say that he is personally going to work on the script editor, is this still the case? What do you plan on adding to it exactly? I know Ism likes to keep things simple but I think a bit more functionality would be nice.
531
General ENIGMA / Some common GML issues, and dealing with them in Enigma?
« on: December 21, 2010, 02:44:15 pm »
These are some common big issue I find with GML, I am wondering how/if they can be dealt with in Enigma.
1. Referencing multiple instances
Often you want to be reference or loop through a set of multiple instances, such as when using instance_nearest or instance_position. Is there functionality in Enigma which allows you to easily do this?
2. Referencing resources as strings
People often find themselves wanting to reference a resource index from it's corresponding string, being lazy they don't wish to map all the object indexes to strings manually, so is there a way this can be done easily in Enigma?
3. Exiting Code
Certain functions like game_end and some others do not exit code instantly but only when the current event has finished executing, I presume this behaviour is mimicked in Enigma. A problem however arises when you wish to exit in a script for example because in GM you can only exit the current script and not the entire event being executed. Is there a way for Enigma to deal with this?
4. get_real
A get_real() function asking the user to enter a real value is a very commonly wanted feature.
5. Pausing The Game
Very common feature which considering how commonly it's wanted isn't really as easy as it should be to implement in GML. Maybe a nicer system could be worked out for Enigma?
6. Multiple collisions issue
This is rather common, a user adds some code to a collision event like increasing the score or something but undesirably GM winds up increasing their score every step that the collision is occurring. A way for users to handle this nicely would be useful, I think a collision enter event and a collision exit event will suffice.
7. Timers
Another very common problem. Someone for example wants to draw some text for 4 second when they press a key. This isn't really nice to do in GML it involves creating an alarm and such then drawing from a variable in the draw event. You cannot simply do it from key press event of whatever. Now I don't know exactly how you could achieve such a functionality in Enigma but if you could work a out some nice mechanism for it, it would be rather useful for beginners.
1. Referencing multiple instances
Often you want to be reference or loop through a set of multiple instances, such as when using instance_nearest or instance_position. Is there functionality in Enigma which allows you to easily do this?
2. Referencing resources as strings
People often find themselves wanting to reference a resource index from it's corresponding string, being lazy they don't wish to map all the object indexes to strings manually, so is there a way this can be done easily in Enigma?
3. Exiting Code
Certain functions like game_end and some others do not exit code instantly but only when the current event has finished executing, I presume this behaviour is mimicked in Enigma. A problem however arises when you wish to exit in a script for example because in GM you can only exit the current script and not the entire event being executed. Is there a way for Enigma to deal with this?
4. get_real
A get_real() function asking the user to enter a real value is a very commonly wanted feature.
5. Pausing The Game
Very common feature which considering how commonly it's wanted isn't really as easy as it should be to implement in GML. Maybe a nicer system could be worked out for Enigma?
6. Multiple collisions issue
This is rather common, a user adds some code to a collision event like increasing the score or something but undesirably GM winds up increasing their score every step that the collision is occurring. A way for users to handle this nicely would be useful, I think a collision enter event and a collision exit event will suffice.
7. Timers
Another very common problem. Someone for example wants to draw some text for 4 second when they press a key. This isn't really nice to do in GML it involves creating an alarm and such then drawing from a variable in the draw event. You cannot simply do it from key press event of whatever. Now I don't know exactly how you could achieve such a functionality in Enigma but if you could work a out some nice mechanism for it, it would be rather useful for beginners.
532
Proposals / Editing Events Inside LGM
« on: December 21, 2010, 01:39:09 pm »
It's great that you can alter the events.res file but it is rather 'messy' doing so. Could a feature be implemented into LGM which gives you an interface for altering events? This would make things a lot nicer, it could also perhaps give users the option to load/save/add from different sets of .res files.
Just a thought also if something like this was implemented could Ism not then just load GM8's trigger events as an extra event local to objects? This would then allow compatibility with trigger events without actually having to implement the horrible things.
Just a thought also if something like this was implemented could Ism not then just load GM8's trigger events as an extra event local to objects? This would then allow compatibility with trigger events without actually having to implement the horrible things.
533
Function Peer Review / Re: clamp()
« on: December 14, 2010, 12:20:05 pm »
That's what median does in GML.
534
Proposals / Re: Code Formatting
« on: December 06, 2010, 08:03:56 am »
What priority is this suggestion at the moment? Because perhaps something people have not fully considered is that if this was implemented it could be very useful for Game Maker also right now. People could open a GM file in LGM, reformat the code then save back as a GM file with nice and neatly formatted code. I know this could be rather useful for people.
Another nice feature would be a DnD to GML converter. You see loads of these being created in GM itself but to have one in LGM would be great. Firstly for those that don't like to use DnD and it exists in a project they could change it all into code very easily. But mainly I see that it could be a great learning tool for DnD users, having the ability to convert from DnD to GML inside project will give them a very nice way of seeing GML equivalents to DnD icons and I believe much aid their learning. Again this could be very useful for Game Maker users right now, regardless of Engima's state.
Adding either of these features could boost the profile of LGM and Enigma within the Game Maker community.
Another nice feature would be a DnD to GML converter. You see loads of these being created in GM itself but to have one in LGM would be great. Firstly for those that don't like to use DnD and it exists in a project they could change it all into code very easily. But mainly I see that it could be a great learning tool for DnD users, having the ability to convert from DnD to GML inside project will give them a very nice way of seeing GML equivalents to DnD icons and I believe much aid their learning. Again this could be very useful for Game Maker users right now, regardless of Engima's state.
Adding either of these features could boost the profile of LGM and Enigma within the Game Maker community.
535
Announcements / Re: r/coderaid
« on: November 21, 2010, 05:20:31 am »
What I'm saying is how much will they actually achieve in just a 24-hour bug raid? I can see how it would be rather beneficial for them just working on a game project or something; but not really with Enigma, it will take them 24-hours just to get to grips with it.
536
Announcements / Re: r/coderaid
« on: November 20, 2010, 05:37:54 pm »
How much use would such a coder raid actually be?
537
Proposals / Re: Thoughts on forum registration...
« on: November 06, 2010, 02:46:22 pm »
How about "What is ENIGMA generally used to make?".
538
Proposals / Re: Thoughts on forum registration...
« on: November 06, 2010, 01:47:33 pm »
What is Extensible Non-Interpreted Game Maker Augmentation shortened to
539
Off-Topic / Re: Does the tracker need severity?
« on: November 04, 2010, 12:38:26 pm »
Think it will be better not to let people set it themselves.
540
General ENIGMA / Re: DnD Functions
« on: November 02, 2010, 12:39:38 pm »
Can there be an option added to LGM/Enigma to make it x != 0 instead of x <= .5 ?