How about this one?
Based on crxtrdude's one
Based on crxtrdude's one

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Quote from: Robert B Colton on November 09, 2015, 09:42:33 AMI like this one.
Quote from: Darkstar2 on September 03, 2015, 08:42:09 AMIf I were that rich, I'd sleep in a cardboard box just to make sure everybody knows I can do what I want with my money, including "nothing at all".Quote from: TheExDeus on September 02, 2015, 06:12:42 PM
On top of that if I have a way to hide the fact I'm rich I would. Like if I could actually become rich without my name going out, then I think life would be a lot more normal. I think one of the problems why rich people feel isolated is because they actually isolate themselves.. like he bought a mansion in LA. If I was rich I would probably still live in an apartment.
Spot on Harri....as far as the apartment comment, well there's rich and filthy rich......might as well spend the money, you don't have to live in a mansion with 15 servants, but who lives in a cardboard box with that kind of money.........
Not all rich people are miserable, and those who are make themselves miserable.
Quote from: onpon on August 01, 2015, 12:13:24 PMOf Game Maker files, or Game Maker Studio files?
Considering a large portion of Game Maker files can't even be run by ENIGMA... yeah, I don't think worrying about compatibility is worth it. Keeping use of ENIGMA and LateralGM similar to use of Game Maker is probably worth it, on the other hand.
Quote from: Darkstar2 on July 27, 2015, 05:23:24 AMQuoteNext for ENIGMAthe parser a lot simpler, like getting rid of the dynamically added variables. All variables local to an instance will have to be declared as "local". This is actually a small change that would break little, but could fix a lot of problems we have now with
I agree with that. Like that idea.Quote
I don't need - or even want - GML compatibility. Or GM compatibility in general. We don't need people porting stuff from GM to ENIGMA. We need people making stuff on ENIGMA.
Words of wisdom, and agree 100% !
Besides with big changes YYG is heading for, porting will be irrelevant and so outdated. Time to actually shine and be better and faster. (in more ways)
Quote
Seeing as GM is slowly dying anyway, I don't think we need to follow them.
I agree, this whole acquisition is big sham in my opinion, and in the end people will find out why it was never a good idea for a gambling company to have put its nose in GM....I think it's obvious what interests they are after and where they are heading.
Quote from: Josh @ Dreamland on July 12, 2015, 01:41:14 AMMeh, I'm using Python now. Duck typing is nice.
Sorry, Harri; I thought I hit reply, but apparently my response is victim to the ages. Apparently the question of what a FSM editor would look like has been answered by Unreal3D. I would prefer the ability to group nodes (or ideally, to have nested state machines in nodes, for different systems to use) in my implementation, but otherwise, the U3D editor looks sound.
I don't know what you mean by every variable being a switch statement. I worked hard to make sure that isn't the case, even in var. Lookups between objects are switch statements when the type of the object is ambiguous (which, for ENIGMA, I think is every dot-access for custom locals).
I think our best option for providing GM "support" in the future is to make sure that the warnings and errors the compiler emits are easy to operate on. For example, GCC will warn when you say [snip=edl]if (someVar = 10)[/snip], suggesting that you wrap the assignment in parentheses. If ENIGMA emitted this warning, a compatibility layer (read: trainspiler) could replace = with ==.
I already had proposals to deal with Game Maker's lack of type system (and ENIGMA's failure to strongly introduce one). In Game Maker, [snip=edl]choose(c_red, obj_sunflower, 10.5, "hamster")[/snip] is completely valid. ENIGMA retains this; the return type is var. In a better language, this would be disallowed, while [snip=edl]choose(c_red, c_green, c_blue)[/snip] would be allowed, and even [snip=edl]choose(obj_sunflower, obj_ladybug, obj_cloud)[/snip] would be permitted. This is the easy part. The hard part is knowing that [snip=edl]instance_nearest(x, y, obj_sunflower)[/snip] is not just instance_t, but an instance of obj_sunflower. I am still thinking about elegant ways of addressing this, from a language design standpoint.
I won't labor over what else to include in this post, because if I do, it might end up not being posted, again. So yeah, just some initial thoughts.
print(3+"3") # doesn't work
print(str(3)+"3") # worksQuote from: time-killer-games on July 12, 2015, 02:03:45 AMSorry to hear that. Nice beard BTW.
yo guys this is embarassing to ask, but i havent been feeling well since december due nutricional problems, thus why i dont hardly use my computer for anything anymore. Im not up to leaving bed more than just for about a meal a day and using the bathroom. If anyone is interested in testing the linux extention i uploaded for fervi and report how it goes, it would be huge help, whoever has the time to do it. I basically just use my phone to post stuff its about all i can do to function. Thank in advance!!
Quote from: egofree on December 21, 2014, 08:08:16 PM
Unfortunately, the kickstarter campaign has failed, but the developers didn't leave the goal to make a reboot HD version. Meanwhile, they decided to make a slightly updated version, outcast 1.1, which runs smoothly on modern computers : http://store.steampowered.com/app/336610/. The goal is to make the original game more famous for the new generation.QuoteAbout this version
Outcast 1.1 has been recompiled from the original source code and improved to run smoothly on today's computers.The main improvements compared to the original version are: multithreaded voxel renderer for higher performances, software bilinear filtering on polygonal meshes, part of the HUD redesigned to match higher resolutions, new high-resolution sky paintings, new launcher, native support of xbox gamepad, user-friendly controller configuration, a lot of bugs fixed and improved stability.
Quote from: egofree on December 15, 2014, 10:48:45 AMLooking at the title of the tab and the name of the buttons, the first thing that comes to my mind is "Add adds a layer", "Delete deletes a layer".
I added a new checkbox : 'Edit other layers'. If the checkbox is checked, the user can select a tile, regardless of its layer. Also i fixed the bug where it was not possible to move again the selected tile.
Quote from: Robert B Colton on November 06, 2014, 08:30:32 AMOn Windows there's a gray gap in the obj_player window.
Additionally I would like to know everyone's opinion on another feature which I haven't committed yet.
What do you guys think about this feature? Do you want to see it in the next update?
Quote from: Robert B Colton on November 05, 2014, 05:06:02 PMThank you. Prioritization is good
The 11th Plague, we've actually had another request for it recently, we will see down the line, I would personally like to see it in LGM/ENIGMA and I think it is a very important and useful feature. Thanks for your feedback, I also don't expect us to get refactoring in before major version 1.8.7, we haven't made any actual plans on implementing it just tossed around the idea.
Quote from: Josh @ Dreamland on November 02, 2014, 06:46:20 PMEven the worst-case scenario sounds good
I should point out that I got a reply from the SFLC about a week ago. It wasn't everything we'd hoped for in a reply, but it was something. I emailed back promptly thereafter and am now waiting for another reply.
Worst-case scenario, Google apparently provides employees with a number of legal perks, which includes quick access to lawyers for a nominal fee, and free access to lawyers for general consulting (which might at least point me in the direction of someone who can help). Not sure what it'll come down to, but most of you are remaining patient, so at least we have that.
