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211
Third Party / Re: ECOE - In terminal Linux object editor
« on: June 15, 2016, 03:39:07 pm »
I can see why he would choose C over C++. One is that C++ has no standard ABI. Thanks to Rusky and DaSpirit I am starting to like Rust. I also hate every Windows port of GCC. Rust has reached stable 1.0 now so it is something to consider. It's nice to be able to return multiple values and be more expressive than C++.
212
Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 03:45:44 pm »
Did you run the game in debug mode? You have to hit the debug icon not the run icon and then do GDB. I think you hit the run button because it's showing ?? in the back trace which suggests there's no debugging symbols. If you run it in debug mode that will tell us file names and line numbers of the errors.
213
Works in Progress / Re: Croky
« on: June 14, 2016, 03:04:00 pm »
Alright that sounds good. You may want to read my reply in the other post though. I did find an existing issue that I think may be causing your problems. More debugging is needed but I don't have time right now.
http://enigma-dev.org/forums/index.php?topic=2678.0
I should mention the current task I am working on with ENIGMA is cleaning up the joystick and windows executable code. I've improved compatibility with the XInput gamepad functions. So maybe I'll try to bundle fixes for the Linux joysticks as well after testing.
https://github.com/enigma-dev/enigma-dev/pull/966
If anything else comes up just let us know.
http://enigma-dev.org/forums/index.php?topic=2678.0
I should mention the current task I am working on with ENIGMA is cleaning up the joystick and windows executable code. I've improved compatibility with the XInput gamepad functions. So maybe I'll try to bundle fixes for the Linux joysticks as well after testing.
https://github.com/enigma-dev/enigma-dev/pull/966
If anything else comes up just let us know.
214
Third Party / Re: ECOE - In terminal Linux object editor
« on: June 14, 2016, 03:00:21 pm »
I understand your concerns and I actually really like your tools. This is absolutely great and I think these tools could be very useful. I've always maintained the position that every IDE and tool is potentially useful because it all depends on what the job is that needs done.
I actually wanted to create more command line tools for ENIGMA and I started with a CLI to build GMX projects once, but it has since broken:
https://github.com/enigma-dev/enigma-dev/tree/master/CommandLine/programs/emake
So for one don't feel bad, your code can't possibly be as bad as mine was. I hacked that thing together and I wasn't very good back then. Since I've advanced a little more I try to stick to formatting code properly and doing things correctly the first time. Really the most important thing is consistency and clarity in your code.
I actually wanted to create more command line tools for ENIGMA and I started with a CLI to build GMX projects once, but it has since broken:
https://github.com/enigma-dev/enigma-dev/tree/master/CommandLine/programs/emake
So for one don't feel bad, your code can't possibly be as bad as mine was. I hacked that thing together and I wasn't very good back then. Since I've advanced a little more I try to stick to formatting code properly and doing things correctly the first time. Really the most important thing is consistency and clarity in your code.
215
Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 02:53:37 pm »
Read the following tutorial that explains how to debug the game with GDB and show us a stack trace:
http://enigma-dev.org/forums/index.php?topic=1815
http://enigma-dev.org/forums/index.php?topic=1815
216
Issues Help Desk / Re: Debugging Your Game
« on: June 14, 2016, 02:51:22 pm »
Also something like Google Breakpad could be considered for ENIGMA as I mentioned in another topic.
http://enigma-dev.org/forums/index.php?topic=2584
http://enigma-dev.org/forums/index.php?topic=2584
217
Issues Help Desk / Re: destroy block
« on: June 14, 2016, 02:30:00 pm »
I see and I also realize that is undesirable. This would take quite a bit of debugging to solve, and I am not even sure where to look to find this bug. It could also be related to the following GitHub issue which we are keeping open due to known issues with the order of collision events and inheritance.
https://github.com/enigma-dev/enigma-dev/issues/870
https://github.com/enigma-dev/enigma-dev/issues/870
218
Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 02:19:47 pm »
How are you calling min/max? There is currently a known parser bug that hasn't been fixed.
https://github.com/enigma-dev/enigma-dev/issues/214
https://github.com/enigma-dev/enigma-dev/issues/214
219
Issues Help Desk / Re: Animation Speed
« on: June 12, 2016, 06:31:32 pm »
Awesome! Yeah it's an old GameMaker thing. It probably would have been better in retrospect if image_speed was the fps of the animation, it would be less confusing I think. But for compatibility reasons it's better if we just let well enough alone.
Generally image_speed = room_speed / sprite_get_number(sprite_index); will make the sprite frame always the same as it plays back in the game.
Generally image_speed = room_speed / sprite_get_number(sprite_index); will make the sprite frame always the same as it plays back in the game.
220
Third Party / Re: Game Maker IDE
« on: June 11, 2016, 02:34:18 am »
Yeah that will work too, it just needs renamed.
221
Tips, Tutorials, Examples / Re: Jumper Engine
« on: June 10, 2016, 04:38:53 pm »
I'll take another look here after bit when I get back home. We have some known issues with those functions.
222
Works in Progress / Re: Croky
« on: June 10, 2016, 04:38:08 pm »
Have those fixes to the sprite editor been useful rcobra? Is there any other small bugs that could help you with the next version? Also, the graphics are looking great as usual.
223
Third Party / Re: Game Maker IDE
« on: June 10, 2016, 04:34:36 pm »
It looks like a lot of those issues stem from the fact that ENIGMA uses C++. For example, the first issue is you have some variable named delete which is an operator and therefore a reserved keyword in C++.
224
Issues Help Desk / Re: Animation Speed
« on: June 10, 2016, 04:30:48 pm »
Yeah that has been there since the beginning of LateralGM. The reason why is we can't really predict what the room speed is going to be and such. However I believe that the timer used by the sprite frame makes it so if you set the speed to 30, it plays it back at 30fps.
https://github.com/IsmAvatar/LateralGM/blob/7a167463ec972edbb2c5dc9f811d22c30a09ba87/org/lateralgm/subframes/SpriteFrame.java#L1113
The problem is that image_speed works differently. So that is actually 1/30 or 1/8 (just make it 1 divided by whatever # of frames per second you put in the sprite frame).
https://github.com/IsmAvatar/LateralGM/blob/7a167463ec972edbb2c5dc9f811d22c30a09ba87/org/lateralgm/subframes/SpriteFrame.java#L1113
The problem is that image_speed works differently. So that is actually 1/30 or 1/8 (just make it 1 divided by whatever # of frames per second you put in the sprite frame).
225
Ideas and Design / Re: LateralGM seems a little clunky overall, Ideas but not sure how to develop them.
« on: June 09, 2016, 05:39:55 pm »
I think it's great to have multiple IDE's and competition which is better for users. People just have different styles and at the same time the same person can have different uses for a tool. For example, even someone who prefers an alternative IDE likes to have something to fall back on. Even myself included if I was developing a second IDE, it would be helpful to have a reliable tool to check things out with. LateralGM fills that role, the whole point of it is to be exactly like GameMaker. If I was still working on a second IDE I would probably end up using LateralGM a couple times to convert a file or do some operation not yet supported by my new IDE, etc. It is similar to how OpenJDK is a "reference" implementation for the Java Standard Edition.
But yeah, not going to deny that LateralGM is boring and while it has made some progress towards stability, it has a ways to go yet. Feel free to post as often as you like, you know we welcome third party tools here.
But yeah, not going to deny that LateralGM is boring and while it has made some progress towards stability, it has a ways to go yet. Feel free to post as often as you like, you know we welcome third party tools here.
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