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2656
Announcements / Progress Report
« on: March 10, 2009, 06:57:53 PM »
A2h just reminded me to the fact that I never tell you people anything. I guess I'm only really good at creating mob mentalities, as far as public relations go.
Anyway, progress. Um... Whew...
I guess I'll name stuff off as it comes to me.
get_string()
get_color()
show_menu()
show_menu_ext()
show_menu_ext_nl()
clipboard_get_text()
clipboard_set_text()
clipboard_has_text()
draw_sprite_part() works now. I'll probably go over them all again and replace things.
I also never mentioned the new version works on Linux, so I guess that'd be noteworthy...
Oh right, last version didn't have game_end(), so that's in now...
Also, a lot of key systems have been and are being redone, new version allows some neater things:
1) Heredity, at your option. To my dearest cynics: it's not as easy as putting :public parentobject after the child object's name; please wake up and smell the coffee.
2) Annoying variables don't have to be there; I'm implementing a system to let you get rid of the ones no one ever uses. (And perhaps some of the ingrown ones like hspeed and vspeed-- though to remove one is to screw the link between them and direction and speed)
3) You can now replace instance ids returned by instance functions with pointers. This will have a screwy effect on room systems if you remove ID completely. Still working out some bugs.
4) I recoded the syntax checker and intend to redo a couple pieces of the parser for efficiency and further extendability; this will allow C++ users to define functions in C++ as well as structures, so you don't have to use ds_stack garbage all the time. (Not that those are implemented yet anyway)
5) A long time ago now I added a system to let you change compiler flags. This lets you strip the outputted exe, and have the compiler run optimizations on it.
6) Compile takes less than a third the time it did before, and will probably end up taking even less as more systems are redone externally.
7) Scripts and variable access have both been rethought. The new system incorporates "other", and is even more efficient than the last one. Instead of dynamically casting objects myself, I'm going to have the compiler add some functions to the class responsible for such conversions. This means slightly less ugly output code, number one, but more importantly, it means only the variable you need is given attention. It'll use an array for best efficiency of lookup time; this will cost a byte for each object for each variable accessed by means of (a).b.
There's probably more, but I'm working on a new C file parser so I can stop going through my headers manually collecting function names. Now this'll do it for me, which will put more information at the hands of the compiler.
So yeah, I have work to do, as always. To be honest, I have no idea when I'm going to release it. I've fixed all the bugs I heard about since R3, so I guess I could make a stub of a release after I wrap some more of this up, but... I guess I'll decide later. If you gripe enough, I'll prolly release it.
Oh, and we're adding the rest of the resources to the format. They're not hard to pull off. Except maybe time lines. I'm too lazy to do more code resources <_<"
...Fine, I'll do them. Leave me alone, I have work to do.
Oh right, show_menu_ext is new. I'll show ext_nl, see if you get the picture.
That exact code produces this:

Also, here are the Linux shots:

Anyway, progress. Um... Whew...
I guess I'll name stuff off as it comes to me.
get_string()
get_color()
show_menu()
show_menu_ext()
show_menu_ext_nl()
clipboard_get_text()
clipboard_set_text()
clipboard_has_text()
draw_sprite_part() works now. I'll probably go over them all again and replace things.
I also never mentioned the new version works on Linux, so I guess that'd be noteworthy...
Oh right, last version didn't have game_end(), so that's in now...
Also, a lot of key systems have been and are being redone, new version allows some neater things:
1) Heredity, at your option. To my dearest cynics: it's not as easy as putting :public parentobject after the child object's name; please wake up and smell the coffee.
2) Annoying variables don't have to be there; I'm implementing a system to let you get rid of the ones no one ever uses. (And perhaps some of the ingrown ones like hspeed and vspeed-- though to remove one is to screw the link between them and direction and speed)
3) You can now replace instance ids returned by instance functions with pointers. This will have a screwy effect on room systems if you remove ID completely. Still working out some bugs.
4) I recoded the syntax checker and intend to redo a couple pieces of the parser for efficiency and further extendability; this will allow C++ users to define functions in C++ as well as structures, so you don't have to use ds_stack garbage all the time. (Not that those are implemented yet anyway)
5) A long time ago now I added a system to let you change compiler flags. This lets you strip the outputted exe, and have the compiler run optimizations on it.
6) Compile takes less than a third the time it did before, and will probably end up taking even less as more systems are redone externally.
7) Scripts and variable access have both been rethought. The new system incorporates "other", and is even more efficient than the last one. Instead of dynamically casting objects myself, I'm going to have the compiler add some functions to the class responsible for such conversions. This means slightly less ugly output code, number one, but more importantly, it means only the variable you need is given attention. It'll use an array for best efficiency of lookup time; this will cost a byte for each object for each variable accessed by means of (a).b.
There's probably more, but I'm working on a new C file parser so I can stop going through my headers manually collecting function names. Now this'll do it for me, which will put more information at the hands of the compiler.
So yeah, I have work to do, as always. To be honest, I have no idea when I'm going to release it. I've fixed all the bugs I heard about since R3, so I guess I could make a stub of a release after I wrap some more of this up, but... I guess I'll decide later. If you gripe enough, I'll prolly release it.
Oh, and we're adding the rest of the resources to the format. They're not hard to pull off. Except maybe time lines. I'm too lazy to do more code resources <_<"
...Fine, I'll do them. Leave me alone, I have work to do.
Oh right, show_menu_ext is new. I'll show ext_nl, see if you get the picture.
Code: [Select]
show_menu_ext_nl(m.x,m.y,"
Item 1
Item 2
Item 3
-
[]unchecked
[*]checked
()unradiod
(*)radiod
-
/Disabled
/Censored by Catholic Church
-
>Submenu
Submenu Item ZOMG
And another
What do we have here?
>Another SUBMENU
Goodness gracious
>More?
Yes there is!
<How about that?
<
<First level again
-
>One more submenu
With some more fixins
-
Like that separator
/and this disabled thing");
That exact code produces this:

Also, here are the Linux shots:


2658
Proposals / Re: Difficult!!!
« on: March 03, 2009, 04:58:52 PM »
I can edit the GML syntax, but I have to do that each time she updates LGM, and I forgot to do so last time. We'll probably work something out for that.
Also, DnD is now converted to code, a lot of it. So it's no longer totally unusable; I just have to make some synonyms of the currently finished functions for them.
Don't know how we'll indicate unimplemented DnD.
Ism refuses to take ENIGMA on as anything more than a plugin, is all.
Also, DnD is now converted to code, a lot of it. So it's no longer totally unusable; I just have to make some synonyms of the currently finished functions for them.
Don't know how we'll indicate unimplemented DnD.
Ism refuses to take ENIGMA on as anything more than a plugin, is all.
2659
General ENIGMA / Re: XOR DOES NOT WORK
« on: March 01, 2009, 08:29:11 PM »
Bwahahahaha, I thought I went back over that. *shrugs*
I guess I just had no idea what to do with it, so I left it.
You'll probably live. I think I'll replace it with ^ for now, and if that leads to problems, I'll make a function for it. -.-
I guess I just had no idea what to do with it, so I left it.
You'll probably live. I think I'll replace it with ^ for now, and if that leads to problems, I'll make a function for it. -.-
2660
Off-Topic / Re: How not to comment code.
« on: February 21, 2009, 10:01:31 PM »
All my code speaks for itself, you sillies.
file_find_first()? draw_text()? surface_create()?
What the hell do you think it does?
file_find_first()? draw_text()? surface_create()?
What the hell do you think it does?
2661
Tips, Tutorials, Examples / Re: How to Play Sounds
« on: February 20, 2009, 09:45:50 PM »
Hahaha.
2662
Tips, Tutorials, Examples / Re: How to Play Sounds
« on: February 20, 2009, 09:28:04 PM »
That's a relatively small WinApi hack, but whatever makes you happy, I suppose. I'm going with OpenAL, when the time comes. Either way, nice find.
2663
Issues Help Desk / Re: Help a noobie.
« on: February 15, 2009, 05:13:56 PM »
So yeah, um, topic split cuz because.
And er, there actually is a screen_redraw(), I'm just too lazy to update the list.
Does that answer all your questions?
And er, there actually is a screen_redraw(), I'm just too lazy to update the list.
Does that answer all your questions?
2665
Off-Topic / Re: How not to comment code.
« on: February 12, 2009, 06:02:22 PM »
'Tis a rarity, methinks.
2666
Issues Help Desk / Hijacked Topic
« on: February 12, 2009, 06:01:30 PM »
Because then we wouldn't have room for all those lovely unicode symbols no one ever uses more than six of.
2667
General ENIGMA / Re: G++ Error?
« on: February 12, 2009, 06:00:44 PM »
It can't find GCC at all by the looks of it. What does your ENIGMAsystem folder contain?
That is where you should have unpacked MinGW (aka GCC, aka ENIGMA core)
That is where you should have unpacked MinGW (aka GCC, aka ENIGMA core)
2668
Issues Help Desk / Hijacked Topic
« on: February 06, 2009, 03:36:54 PM »not really, that's a leftover from when it wasn't backwards. but let people have their coding religion if they wish...Amen
2669
Issues Help Desk / Hijacked Topic
« on: February 03, 2009, 08:02:25 PM »
I'm defining BDWORD as 13 bits.
Behold, my 52 bit operating system!
EVERY SYMBOL, Chinese, Arabic, what the hell ever, is ONE BDWORD.
You also have DBDWORD and for those tough, ground in stains, QBDWORD.
Behold, my 52 bit operating system!
EVERY SYMBOL, Chinese, Arabic, what the hell ever, is ONE BDWORD.
You also have DBDWORD and for those tough, ground in stains, QBDWORD.
2670
Issues Help Desk / Hijacked Topic
« on: February 03, 2009, 04:48:36 PM »
Dave--
Quit undermining my authority. I'm clearly never wrong. >=[ ...haha
Also, wait. You hate ENIGMA, why are you still here?
score_under--
That would be painful.
Quit undermining my authority. I'm clearly never wrong. >=[ ...haha
Also, wait. You hate ENIGMA, why are you still here?
score_under--
That would be painful.
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