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Issues Help Desk / Re: Mark the Penguin [Weird Glitch]
« on: April 27, 2013, 12:39:15 pm »
That is very weird. In all my years of GM (or coding in general) I have never seen that syntax. But sure enough it seems something ENIGMA should have. Josh, get on it.
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General ENIGMA / Re: Flash, Java, and Html5 target exports for EGM
« on: April 25, 2013, 03:42:35 pm »
I don't think java or flash export is that needed or important. I try to stay away from java and flash as much as I can. And if Youtube html5 video worked correctly I probably wouldn't have flash installed at all. It's slow, very memory hungry and the firefox plugin crashes every 20min. Much like java. So I believe html5 port is much more useful, as it runs natively without plugins and many new devices have html5 ready browser. So I truly believe YYG didn't go wrong with making a html5 port instead of a flash or java one.
And yes, we had some EDL to Javascript going on at one point (I think that is what it was). Dunno why it stopped though. Probably laziness as usual.
edit: I don't think the one posted in the wiki is the one I am talking about. This is what amorri made, but I know Josh made something as well.
And yes, we had some EDL to Javascript going on at one point (I think that is what it was). Dunno why it stopped though. Probably laziness as usual.
edit: I don't think the one posted in the wiki is the one I am talking about. This is what amorri made, but I know Josh made something as well.
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General ENIGMA / Re: Changing Screen Resolution
« on: April 25, 2013, 03:35:59 pm »
I used the newest version from git (installed with polyone windows installer) and used display_set_size() in create event. It worked and changed the resolution.
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General ENIGMA / Re: Changing Screen Resolution
« on: April 25, 2013, 01:10:53 pm »
I just checked and they are implemented (and working) on windows.
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Issues Help Desk / Re: How do I use Debug, Design, Compile, and Rebuild All from menu?
« on: April 20, 2013, 10:44:19 am »
LGM itself doesn't compile anything. It just calls the compiler with the specified flags. What was not done was actually making these flags. As the one you copy out of tmp folder is not how the final executable should look. It shouldn't have the debug console and it should have an icon. There was some problem with the icon, because LGM writes it out to the tmp folder, but doesn't actually pass it to the compiler and as the icon name is temporary (i.e. computer generated), then the .res files has to be generated too. While none of this is particularity hard, it was never done (and there has been several years of bitching about it).
And LGM doesn't have anything particularly wrong with it. I only disliked that it didn't have an option to change the skin (although all java programs can easily do that via a config file). Everything else worked fine. I think it will take a long time before you will be able to make anything as bug free and feature rich (of course the idea of LGM was just open source GM IDE, it wasn't supposed to have any more features than GM). So I think IDE is the least of ENIGMA's problems. The fact that you can't compile a freaking distributable game with it for several years seems to be a much more pressing issue, as that reduces usability of ENIGMA to 0. That is why I only use it for some tests and prototyping, but not real games I would want to show anyone.
And LGM doesn't have anything particularly wrong with it. I only disliked that it didn't have an option to change the skin (although all java programs can easily do that via a config file). Everything else worked fine. I think it will take a long time before you will be able to make anything as bug free and feature rich (of course the idea of LGM was just open source GM IDE, it wasn't supposed to have any more features than GM). So I think IDE is the least of ENIGMA's problems. The fact that you can't compile a freaking distributable game with it for several years seems to be a much more pressing issue, as that reduces usability of ENIGMA to 0. That is why I only use it for some tests and prototyping, but not real games I would want to show anyone.
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General ENIGMA / Re: Abstract Object Types
« on: April 19, 2013, 03:18:30 pm »
I don't see you Josh implementing anything anytime soon. Unless you plan to graduate (or give slightly less of a fuck about school). I have plenty of free time with my uni masters degree, but I have just taken up a lot of other stuff.
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Issues Help Desk / Re: How do I use Debug, Design, Compile, and Rebuild All from menu?
« on: April 19, 2013, 03:15:07 pm »
I like that this discussion has nothing to do with OP topic. Though probably because this has been answered. Unless someone wants to make "Compile" work then there is nothing else to say.
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Issues Help Desk / Re: How do I use Debug, Design, Compile, and Rebuild All from menu?
« on: April 19, 2013, 01:07:54 am »
I don't think the "Compile" option is so hard to fix/finish. Someone could just give it a weekend and all of it would be done. Now it's been a problem for years. Originally there was some lame ass excuse that the winres doesn't work or something, so .ico couldn't be added and thus there was no reason to actually make an .exe. Sadly I am not entirely sure how the internals work so I can't fix it myself.
Edit: I once even offered Josh money to fix this, but he is so unbelievably lazy that even monetary reward for a 2 day job is not enough.
Edit: I once even offered Josh money to fix this, but he is so unbelievably lazy that even monetary reward for a 2 day job is not enough.
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Issues Help Desk / Re: Error compiling the Sample Catch the clown
« on: April 19, 2013, 12:59:59 am »
Glad it worked.
About the exe - sadly no one is man enough to actually make this an easy option (I have been bugging people like Josh about this for about 2 years now). Currently you can just take the .tmp file and rename it to .exe. That is the executable. The .dll's are actually inside the .exe and get extracted to temp folder when the game is run, so no need to distribute them separately. The .ico is not used in any way now. It was extracted there so the resource linked could link this icon to the .exe, but no one actually made it happen.
About the exe - sadly no one is man enough to actually make this an easy option (I have been bugging people like Josh about this for about 2 years now). Currently you can just take the .tmp file and rename it to .exe. That is the executable. The .dll's are actually inside the .exe and get extracted to temp folder when the game is run, so no need to distribute them separately. The .ico is not used in any way now. It was extracted there so the resource linked could link this icon to the .exe, but no one actually made it happen.
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Issues Help Desk / Re: Error compiling the Sample Catch the clown
« on: April 18, 2013, 08:50:31 am »
That newest error is about widgets which got fixed in the newest mingw. This makes me think that the MinGW that was given with the installer wasn't used and instead one already installed was. This mingw you already have is old and probably not standard (like the name flashplayerpluginmingw32-make.exe could hint). Anyway, you can try disabling windows widgets in the systems selection and try to compile. Now it should work, but you would still not be using the correct mingw.
edit: It's also probably flashplayerplugin mingw32-make.exe or something, but the space wasn't printed. Dunno why flash player is involved though.
edit2: Try looking at environment variables. Like open CMD (Run>CMD) and type "SET". Then it will print all environment variables. Paste them here (or just the Path one).
edit: It's also probably flashplayerplugin mingw32-make.exe or something, but the space wasn't printed. Dunno why flash player is involved though.
edit2: Try looking at environment variables. Like open CMD (Run>CMD) and type "SET". Then it will print all environment variables. Paste them here (or just the Path one).
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Issues Help Desk / Re: Error compiling the Sample Catch the clown
« on: April 18, 2013, 04:59:27 am »
You can also try this (https://dl.dropboxusercontent.com/u/21117924/ENIGMA.zip). It's 128mb as it has also built objects (.o), so in a best case scenario you should be able to run without compiling the OpanAL.
P.s. Resource files (.rc) are always just text files.
P.s. Resource files (.rc) are always just text files.
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Issues Help Desk / Re: Error compiling the Sample Catch the clown
« on: April 17, 2013, 05:42:16 am »
Did you extract the win patch? I don't remember if you had to or not. The installed did work for me flawlessly, but it's possible that it used MinGW I already had and not the one extracted. Have your tried installing it without moving to D:/? Its possible that it set some environment variables and when you moved the folder the variables got invalidated.
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Tips, Tutorials, Examples / Re: Step by Step - 3D Tutorials
« on: April 15, 2013, 02:06:43 am »
I like the download like.
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Issues Help Desk / Re: Compiling Option
« on: April 12, 2013, 12:40:31 pm »
LGM shows what file it runs. Ends with a .tmp. Just copy that file.
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Issues Help Desk / Re: Compiling Option
« on: April 11, 2013, 07:19:21 am »
The windows version Poly made works with newest gcc/mingw.
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