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Messages - Goombert

2071
Off-Topic / Re: Don't get Scroogled!
« on: November 27, 2013, 03:37:08 pm »
I like things about both operating systems, Windows for its user interface and friendliness and Linux for its comprehensive development environment and package systems.

I also think the RT Surface is really neat, with its nice trim keyboard and all, good luck typing word documents on an iPad :\

2072
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 01:26:18 pm »
No problem.  (Y)

2073
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 12:29:27 pm »
Build->Settings and select the "API" tab

Try again with OpenGL1.1 and OpenAL for graphics/audio.

Also be sure you are launching ENIGMA with administrative privileges, it needs to access AppData to store temporary files.

2074
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 10:20:57 am »
http://www.pastebin.org

Can you please send me a link of the file contents of output_log.txt, thank you.

2075
Issues Help Desk / Re: Compiler error: "Draw_Particle defined but not used"
« on: November 27, 2013, 05:46:27 am »
No problem  (Y)

2076
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 05:46:02 am »
You mean the button to make a single executable on the desktop? Try the green run button instead, the compile button may be broke at the moment because of cheeseboy stripping the executable. But please tell me if the game runs with the green run button.

2077
Off-Topic / Don't get Scroogled!
« on: November 26, 2013, 05:06:59 pm »
http://www.scroogled.com/chromebook

This is the worst advertising campaign ever, Microsoft is reallllyyy shallow.

2078
General ENIGMA / Re: SVG Graphics
« on: November 26, 2013, 05:05:53 pm »
Oh we are definitely going to GameMaker is adding now so we have to for compatibility.  (Y)

2079
Issues Help Desk / Re: Compiler error: "Draw_Particle defined but not used"
« on: November 26, 2013, 12:56:35 pm »
No, the particles was simply a warning, the error was in the parsing of your code.

Quote
Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In member function 'virtual variant enigma::OBJ_Options::myevent_beginstep()':
Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:649:10: error: break statement not within loop or switch
     else break;
          ^
Fix that line in obj_Options begin step event, and it should work.

2080
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 24, 2013, 02:32:00 pm »
Not you two, that was a for instance, a random number table is more to do with artificial intelligence in strategy games for when the A.I. bots control the other armies/empires/civilizations. It basically weighs the different decisions against each other, at any rate, I was talking in terms of relevance to such statistics.

2081
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 24, 2013, 08:35:35 am »
Not just that though harri it is rather useful and saves you a lot of code from having to generate a random number table

2082
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 23, 2013, 06:54:58 pm »
intygamer, yup just as AsuMagic said :)

2083
Quote
Code autocompletion is really nice in GM
Yeah we already have that, try CTRL+Space, it just doesn't show up automatically yet, noone has gotten to it yet.

Quote
Accent support for objects
That really is not possible and is being left deprecated for a reason. The resources are treated as variables, and just as you can not have such variables, you can not name resources similarly.

Quote
More sound filestypes supported
Build->Settings and select "API" to switch audio systems.
DirectSound: WAV (nobody has added mp3 yet, but will soon)
OpenAL: WAV, OGG, MP3
We basically support all the basic sound formats of Game Maker and intend to keep it that way to prevent unnecessary bloat on peoples games, but extra formats are possible through extensions.

Quote
What about a better error debugger? Like, much more easier to understand.
This is somewhat not possible, the output window simply displays the feedback from the MinGW compiler and looks like standard output in any IDE, such as Visual Studio.

We do however have plans for symbolic message feedback in our C++ rewrite of LGM.

2084
Issues Help Desk / Re: How to use Box2D?
« on: November 23, 2013, 06:43:13 pm »
Oh good! And no reason to delete it, it's fine, we don't ever delete topics here.

2085
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 23, 2013, 04:36:09 pm »
intygamer, you meant a single instance of multiple objects Joe :P