Thanks for the suggestions everyone, allow me to address them. I was sad to see that more of you didn't come up with a smaller bug along the lines of "this really annoys me that the path editor doesn't work" that really inhibits you from completing some project. That's more of what I was going for, but regardless a lot of you came up with a lot of new ideas that I really like.
I've been interested first and foremost on fixing some of the plugin instability problems and thinking of ways to make common errors/issues disappear before patching the next portable ZIP. I started working on the ENIGMA.exe and did manage to come up with a better method of searching for the installed Java. Since it's no longer a big if-else chain, I decided to go ahead and clean up that source file while I was in there. From now on if I contribute any code to ENIGMA's code base I intend to use the style conventions of JDI/Josh for consistency between the engine and the compiler. I also used my new Xbox 360 controller to really clean up the XInput extension. I am still working on this and I will not be getting side tracked. When I am done with it I intend to merge it and then fix two graphics related bugs regarding the clamping of draw alpha.
https://github.com/enigma-dev/enigma-dev/pull/966I am going to stick around and keep trying to clean things up and get more issues resolved. I won't be focusing on adding new features and extensions like I was before. Largely because we don't need any. We just need our existing source code cleaned up and we need stability improvements. What I gather from this conversation is that this should be ENIGMA's primary focus going forward.
I'm moving on away from game creation related interests.
You'll always be welcome here.
1.run and faster compile
1. Faster compile time - without a doubt one of the biggest thing holding things back
Absolutely, and I've been going back and thinking about adding a real stop button in the next LGM + plugin patch. Josh can help me do it and if I do it I will make sure that there's no possibility of leaking resources or having more UI problems.
b) Split user code into several and make them individually compilable.
c) combine several object files into one.
I can't believe nobody ever thought of this. I like these ideas and would like to know what Josh thinks about it.
2.support android (maybe better html5)
3. 3d engine and room editor 3d level
These are too advanced, a little overboard. I would rather see HTML5 support first because it's more universal.
2. Regression testing - been promised a few times but nobody delivered on it yet but it's vitally important
This one is something I really stand behind. fundies/cheeseboy did have a build bot going for ENIGMA but did not want to keep it on his own server and Josh didn't have time to put it on ENIGMA's server. I am a strong advocate of using an automatic build bot and adding unit tests to ENIGMA. I don't know if anybody has seen those "Build Success" stickers with Travis CI that people put on their GitHub repo's, but it would be really awesome to put one of those on ENIGMA's. It would also help to have a bot that automatically packages the ENIGMA portable ZIP instead of having to wait an hour for me to upload it because of my crappy internet connection.
https://travis-ci.org/3. Debugging - It's still not at all friendly to debug games
Debugging. I found it very difficult at times to progress with developing a game when I couldn't figure out what object in a room was causing trouble. This is perhaps the most troublesome thing for me, at least.
This one is also true but we have made some progress towards this. The first step was when I added variable names for debug mode so you can see the name of a variable that does not exist. But we could use more error messages wrapped in debug guards.
Further development on the JEIE.
I agree with you on a lot of that but I don't actually care much for JEIE or GM's sprite editor or even GIMP for that matter. I really love the simplicity of Paint.NET and I get criticized for it a lot but I would love to see a cross platform version of it written in the Qt Framework. If I didn't have any other projects going on right now I would dedicate myself full time to building it.
The documentation is very scarce.
I have to ask, are you aware of the function documentation? I ask because many users seem to have a problem finding it and I do not understand why. Function documentation is probably the most completed documentation in ENIGMA. Drag and Drop actions are fully 100% documented too.
http://enigma-dev.org/docs/Wiki/Function_Documentationhttp://enigma-dev.org/docs/Wiki/Action- add a table of engine features with an example screenshot each to show what enigma is capable of on the first sight. (images matter a lot)
Yes we had a new website by a2h we planned to use but we had other important things to do, and even it looks a little dated now. So we could definitely use a new website but I think that should come after we dedicate some time to really fixing our engine. There's no need for a new site to attract more people only so we can disappoint them.
- Move the "News" to a news section so that the first thing newcomers get to see isn't the slow pace of development (dates in the news entries)
I agree with you on this and I try to keep the announcements page updated but I hardly have anything to announce. I always take suggestions to announce something or even someone's game if they wanted me to. You just have to tell me about it and I can put it on there. I also try to use pictures to capture your attention so you know when there is a new or really cool update.
- The menu bar in the headder should be more prominent. The items are very small.
This really bothers me on my high DPI screen, 25" with 2560x1440 resolution.
- The Tutorials
Those you are absolutely correct about and it's largely because most of us feel the examples from GM that work are the best suited for teaching. Really the ideal was to have all GM tutorials apply to ENIGMA. At the same time however, everyone registered on the forum is registered for the Wiki and can log in without having to register a second account. So anybody is free to contribute more tutorials if they like.
- A dropbox link as official download doesn't look professional. Maybe a release could be created for download on github.
You're right, but that's because Josh doesn't give me FTP access to the site, probably because I would mess something up. But I don't actually care about that, I care about getting a build bot and unit testing so that nobody has to bother uploading a ZIP and the server will just do it for us.