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376
Proposals / Re: Editing Events Inside LGM
« on: September 04, 2011, 07:16:45 am »polygone means that sometimes you don't need to update local variables, or draw default sprite and so on. In these cases you would use a modified events.res which don't have these things. That would speed things up.Actually what I was suggesting is that this should be used as default so people naturally see the best speed. Then people can change the event file to one that deals with locals for the objects that need it.
And EGM would include it's own local copies of whatever event files have been used.
377
Proposals / Re: Editing Events Inside LGM
« on: August 29, 2011, 08:04:45 pm »
Just been thinking the best way to do this would be that every object could just link to the event file it uses then in lgm you could just add / edit an event file in a text editor.
I think enigma should come with two events.res files; one plain events file using no constant local variable manipulation and one completely GM compatible for local variables. There should be an global option in LGM stating the default events.res file objects should use, I personally think this should be the plain file, so people naturally have the highest efficiency. Then people can change to the compatible events file for the objects that need it or if they don't know what they're doing just change the default events file to the compatible one so all object naturally use it, hopefully a decent warning system can be put in place to tell people that this is the problem. When loading a GM file the compatibility checker could scour the file for any local variables used and warn that it needs changing.
I think enigma should come with two events.res files; one plain events file using no constant local variable manipulation and one completely GM compatible for local variables. There should be an global option in LGM stating the default events.res file objects should use, I personally think this should be the plain file, so people naturally have the highest efficiency. Then people can change to the compatible events file for the objects that need it or if they don't know what they're doing just change the default events file to the compatible one so all object naturally use it, hopefully a decent warning system can be put in place to tell people that this is the problem. When loading a GM file the compatibility checker could scour the file for any local variables used and warn that it needs changing.
378
Issues Help Desk / Re: Installation Failure
« on: August 26, 2011, 06:48:09 pm »
Sorry I don't know what to suggest any more, and noone else seems to be responding any more. The only thing I could suggest doing is trying to install from SVN if you can manage it:
http://enigma-dev.org/docs/Wiki/Automated_Install
http://enigma-dev.org/docs/Wiki/Automated_Install
380
Announcements / Re: Ludum Dare
« on: August 22, 2011, 07:11:05 am »Quote
The room editor needs a way to drag select and move efficiently.You can use CTRL left click to drag instances. What it actually needs is a manual written for it. There are a number more room editor suggestions I put on the wiki:
http://enigma-dev.org/docs/Wiki/Room_editor:Suggestions
Quote
Also, polygone's framerate fix fucked me a bit, because it only fixes it on his computerOh didn't overly think about that but yeah it's not actually hardly fixed anyway it was just working a little bit better, it's still way too fast for some reason. You need to control it with timers.
Anyway add all this shit to the wiki todo list/suggestion pages.
381
Issues Help Desk / Re: Installation Failure
« on: August 21, 2011, 07:22:08 pm »
God darn. He also reinstalled mingw as well as replacing that, I don't know if that was necessary...
This is getting ridiculous though, you're getting every problem in the book.
This is getting ridiculous though, you're getting every problem in the book.
382
Issues Help Desk / Re: Installation Failure
« on: August 21, 2011, 03:55:15 pm »
OK someone else had this issue as well and it was resolved when they replaced the compileEGMf.dll file:http://www.box.net/shared/m4omk79sfldupksz0izp
383
Issues Help Desk / Re: Installation Failure
« on: August 21, 2011, 05:55:29 am »
Run from ENIGMA.exe again and see what it's saying.
384
Issues Help Desk / Re: Installation Failure
« on: August 20, 2011, 04:41:41 pm »I think there were three options and I chose the middle one.That was testing you chose, which explains all these problems you've been having because testing has not been kept up to date at all. It has now been updated so it should hopefully work for you if you update but it more advisable that you use the dev trunk instead because testing will likely get outdated again.
385
Issues Help Desk / Re: Installation Failure
« on: August 20, 2011, 01:03:38 pm »
If you update now it should be fixed anyway. I don't know why the extensions tab is not opening...
386
Issues Help Desk / Re: Installation Failure
« on: August 19, 2011, 08:48:52 pm »
There's currently an issue (which is being fixed). Untick the MotionPlanning extension in the Settings and it should hopefully work.
388
General ENIGMA / Re: Reaccessing goals/aims
« on: August 17, 2011, 06:14:02 pm »
Yes it's good if your only aim is the end product, then the entire project can just nicely come completely together in 2 years time. But if effort was more focused to completing specific sections it can get to intermediate stages which are still very usable before the entire project is complete. It's unfortunate if you get bored by doing this, I would have thought with most people seeing a project become successful, gaining popularity and getting to a nice stages of usability would provide motivation.
389
General ENIGMA / Re: Reaccessing goals/aims
« on: August 17, 2011, 03:40:35 pm »
No, I'm not suggesting that you specifically work on what other people want. I'm suggesting that you work out what you want to achieve then actually work towards doing it personally with manageable goals, instead of just jumping about all over the place and leaving nothing fully completed. Because it's a lot more productive doing things that way.
390
General ENIGMA / Re: Reaccessing goals/aims
« on: August 17, 2011, 07:16:44 am »
@HaRRiKiRi
Well yes most of us are limited to what we can actually which is why this is mainly aimed at josh since he has the flexibility to do most things.
Something like 'full GM compatibility for your games' is more of a main aim, once you have accessed this you can set individual goals (or steps) towards working to achieve it. In your case your recent goals have been completing individual function sets like paths and mp_grids. Which is the correct thing for you to do within your capabilities in order to help work towards that main aim. As you have been working in a set direction you have made progress which is actually noticeable and have done so rather quickly.
Well yes most of us are limited to what we can actually which is why this is mainly aimed at josh since he has the flexibility to do most things.
Something like 'full GM compatibility for your games' is more of a main aim, once you have accessed this you can set individual goals (or steps) towards working to achieve it. In your case your recent goals have been completing individual function sets like paths and mp_grids. Which is the correct thing for you to do within your capabilities in order to help work towards that main aim. As you have been working in a set direction you have made progress which is actually noticeable and have done so rather quickly.