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Messages - luiscubal

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196
Announcements / Re: ENIGMA R4
« on: September 08, 2010, 07:49:40 am »
Perhaps make needs to be checked separately as well?

197
Issues Help Desk / Re: Needed ENIGMA functions
« on: September 07, 2010, 02:26:04 pm »
Well, my game currently (ab)uses object_get_parent due to lack of proper object inheritance in GML.
I have no doubt that - if I had proper OOP tools in GML - I'd use them. But I've been coding in GM and those tools didn't exist, so I stuck to object_get_parent.
Will I have to rewrite those parts or can I just wait for ENIGMA to catch up?

198
Issues Help Desk / Re: Needed ENIGMA functions
« on: September 07, 2010, 09:00:13 am »
@RetroX Not for me. See screenshot. I used the svn checkout method yesterday(so I'm guessing it's a quite recent version), and tested my GM game using "Run".

199
Issues Help Desk / Needed ENIGMA functions
« on: September 06, 2010, 05:28:48 pm »
I'm trying ENIGMA and I've noticed several functions aren't available. I'm curious regarding whether the following functions are just not-yet-implemented or if any of those won't ever be:

object_get_parent
instance_change
instance_place

I could easily implement/contribute instance_place, but I'll need a working implementation of object_get_parent for that...

BTW: Regarding compile syntax errors, ENIGMA says which errors occur and in what files, but not in which line. You really should address this.

200
General ENIGMA / Re: GML
« on: September 05, 2010, 04:07:47 pm »
It makes sense to have objects, instances and tiles have different IDs since all of them can have the "x" property applied to them.
Not sure if ENIGMA should care about that, though.

One last thing: is my_object.x = 2 and etc. going to work on ENIGMA? I also use lots of object_index and sprite_index. Are these functions ENIGMA-safe?

201
General ENIGMA / Re: GML
« on: September 04, 2010, 01:14:04 pm »
Another thing: what is the "then" keyword for? Is it completely useless or is there a use-case for it?

202
General ENIGMA / Re: GML
« on: September 04, 2010, 12:34:33 pm »
@HaRRiKiRi Wait, then Game Maker stores textures separately from sprites and tilesets, and just links these resources to it? Like some kind of implicit invisible resource? I always thought images were "embedded" in the sprite. Is the texture ID used by any function of GML(as an argument)?

EDIT: Some more questions. If I create 10 background, delete the first 9, and then create another background, which will be the ID?

Also, a different kind of problem. In GML, I can draw text even without having fonts(it uses some kind of "default font"). After using draw_set_font, how can I reset the font to the default one?

203
General ENIGMA / GML
« on: September 04, 2010, 09:47:34 am »
In my understanding, GML only has a two data types: strings and reals. Most variables, such as rooms, objects, etc. are in fact IDs(reals). surface_create does not return a surface, but rather the ID of a surface. The same applies to stacks, etc.

I'm curious about something in the ID system. Are all IDs completely unique or just unique to that data type? (there can be no more than one single stack with any given ID, but can a stack and a queue have the same ID? Same to instances, objects, etc.)

204
Proposals / Re: GM Function Implementations
« on: August 31, 2010, 11:05:04 am »
The implicit argument could break the C/C++ ABI/API, which I believe is important for Josh. Unless of course you meant adding that parameter for functions marked as varargs.

205
Proposals / Re: GM Function Implementations
« on: August 31, 2010, 05:23:56 am »
If ENIGMA is going to be single-threaded, then there is at least one way.

Mark the function as __ENIGMA_VARARGS, like this:

var min(__ENIGMA_VARARGS);

The parser would see that, and deal with that function differently.
It would define two implicit parameters: a size_t with the number of arguments and an array of variables with the actual arguments. The parser would make this transparent, so that when calling min(1, 2, 3), that would be turned to:
Code: [Select]
::argcount = 3;
delete argarray;
argarray = new var[3];
argarray[0] = 1;
argarray[1] = 2;
argarray[2] = 3;
min();
It adds *some* overhead, but not a lot. My real concern would be the complexity this adds to your parser.
You can also re-use the C varargs system instead of this, but remember varargs doesn't keep track of the number of variables, so you'd still need an extra-argument.

206
Proposals / Re: GM Function Implementations
« on: August 29, 2010, 06:26:00 pm »
Ahem.
Code: [Select]
#include <stdio.h>

#define file_delete remove
#define file_rename rename
Maybe this is flawed, but find me decent documentation for these functions and I'll see if I can come up with a better implementation.
Also, you can try inline functions if you dislike preprocessor.

207
Off-Topic / Re: ORACLE begins patent-trolling with Java.
« on: August 25, 2010, 06:45:21 am »
@IsmAvatar IF the government and laws had been banned, then you stepping down would be meaningless.

208
Off-Topic / Re: ORACLE begins patent-trolling with Java.
« on: August 16, 2010, 04:06:30 pm »
In first place, Java doesn't encourage initializing classes *just* to use functions. That's what static functions are for.
And maybe Android should switch to .NET. Microsoft's community promise is safer than Oracle's vague patent protection.

209
Announcements / Re: Enigma on all platforms
« on: August 16, 2010, 04:03:25 pm »
@RetroX What if you add an ATI GPU to the intel toaster?

210
Announcements / Re: Shortcuts
« on: July 31, 2010, 12:36:37 pm »
@Rusky Cool. It means it'll actually be useful.

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