Yeah, sorry, LGM/plugin is a mess. It basically called the compiler, yet, being in an invalid folder it failed. Instead of showing a good error message it just threw an exception. LGM/plugin does that A LOT. It trows exceptions like candies to children. That should be sorted out, but sadly I'm not the one who can do it.
"static" is keyword in C++ which EDL/GML (e.g. your code) is turned into. Sadly we cannot just automatically rename resources on compile (as that was one of the original methods proposed some time ago), because then in the code the resources must be replaced as well, but you cannot easily do it if the resource name is part of syntax. It is like naming a sprite "switch" and then replacing all "switch" statements in code with "spr_switch", it would just break everything. Good practice (both in GM and ENIGMA) is to prefix resource names. Backgrounds start with bkg_, sprites with spr_, scripts with scr_, rooms with rm_ and so on. LGM (the IDE) even does that automatically when you create a new resource. It is meant as a reminder that you should do it or else there will be trouble.
There are also a few bugs with the parser that won't allow you to use valid code either, but that is usually something to do with variable access in scripts. But GML and EDL (what is used in ENIGMA) are not 100% compatible. They never were and probably never will be. On top of that GM and ENIGMA has diverged function wise, as GM implements something ENIGMA doesn't and ENIGMA implements a lot of function GM doesn't. As compatibility is no longer the main goal for a while now, I think we should somehow point this out on the website.
If your game is messed up because of an ENIGMA bug we would want to know that, but if it messed up because of the changes needed for compatibility with GM, then sadly you will just have to rewrite the parts that no longer function.
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