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16
Issues Help Desk / Re: NOOB QUESTION!
« on: November 23, 2008, 11:05:51 pm »
Ever hear of ASM compatibility in MinGW32? We could try writing a few of the Functions in ASM to reduce Lag. That'd also expand ENIGMA.
17
Announcements / Re: Progress report
« on: November 22, 2008, 01:26:18 am »
Are you working on shrinking the EXE Size and reducing RAM Usage? If you are, what is the Current EXE Size and RAM Usage for an Empty Room?
18
Tips, Tutorials, Examples / Re: Fancy Collision Script
« on: November 19, 2008, 12:17:42 pm »
Nice. Very useful, especially for Platformers and RPGs.
19
General ENIGMA / Re: A Different Event/Sprite/Sound System
« on: November 19, 2008, 12:17:14 pm »
How bout GLFW? It uses OpenGL, and makes INCREDIBLY TINY EXEs! Plus, it requires no DLLs.
20
Tips, Tutorials, Examples / Re: show_message()
« on: November 10, 2008, 03:54:10 pm »#pragma comment(lib, "somelibrary.a")SDL_Mixer Temporary Sound Alternative Time.
21
General ENIGMA / Re: Enigma games uniquely identifiable?
« on: November 10, 2008, 03:51:57 pm »
There is a Private Messenger System on this Board. Go here: http://enigma-dev.org/forums/index.php?action=pm
22
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: November 08, 2008, 07:59:26 pm »Argh! Darn it!Chars 0-31: Unneeded Characters.176-223 are either foreign or mathematical characters, 176 being the degree sign and 223 being the german "sharp S".
Chars 32-126: The Main 95 Characters used in Text Files.
Char 127: DELETE, Unneeded.
Chars 128-175: Other useful Characters, including Foreign Characters.
Chars 176-223: Random Lines and Dots. Unneeded.
Chars 224-253: Other Useful Characters.
Chars 254-255: Unknown Characters. Unneeded.
254: Lowercase thorn
255: Lowercase "y" with an umlaut on top (or whatever it's called where they use that letter)
You are using the old DOS codepages.
23
Tips, Tutorials, Examples / Re: show_message()
« on: November 08, 2008, 07:58:17 pm »Oh lol. How would I link to a .a File for using a DLL?You can do Includes in the cpp{...} function?!Umm, duh. All cpp {} does is take the code and insert it before the compile; it doesn't parse anything.
24
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: November 06, 2008, 06:34:10 pm »Well, 223 characters then.Let's see...
That's so we can get "ß" german letters, "ÿ" and whatever THAT thing is. And then £ (A3 ascii, or 8192 unicode) too.
Chars 0-31: Unneeded Characters.
Chars 32-126: The Main 95 Characters used in Text Files.
Char 127: DELETE, Unneeded.
Chars 128-175: Other useful Characters, including Foreign Characters.
Chars 176-223: Random Lines and Dots. Unneeded.
Chars 224-253: Other Useful Characters.
Chars 254-255: Unknown Characters. Unneeded.
Total Useful Characters: 173/256
Nice Estimation, but it was off. I used http://www.asciitable.com/
25
Issues Help Desk / Re: Global variables
« on: November 06, 2008, 06:24:57 pm »Put it in the game/room start event of something, then it'll be at the top of the code.Create Events comes first.
26
Tips, Tutorials, Examples / Re: show_message()
« on: November 06, 2008, 06:23:57 pm »Here's an alternate for show_message():You can do Includes in the cpp{...} function?! I CAN ADD SOUND!Code: [Select]cpp { #include <windows.h>
MessageBox(argument0,"Message",MB_OKAY); }
27
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: November 03, 2008, 09:05:11 pm »Most of the 255 Characters are Unneeded. The First Character in a Font? NULL.Why not just use sprites like a sane person? They look better anyways.Not if you're doing something that requires user input... you'd need to make a This-Time-It's-Interpreted GM program to dump all 255 characters of a font as a strip >.< (Since I'm too lazy to do it in Win32 API... but wait, SDL_TTF sounds feasible, or even... implement that in cpp<{ }> tags! Yes, I hope they get standardised in engima like that.)
28
Issues Help Desk / Re: collision_rectangle
« on: October 21, 2008, 10:40:31 pm »not precise and doesn't take notme into account, but that's usually okay...That looks like a Good Temporary Replacement. I added Slopes to my Engine, so I'll have to wait for Precise. XD I set notme to false always, so w/e for that.Code: [Select]//collision_rectangle(x1, y1, x2, y2, obj)
with (argument4)
{
x1 = min(argument0, argument2);
x2 = max(argument0, argument2);
y1 = min(argument1, argument3);
y2 = min(argument1, argument3);
if (bbox_right > x1 || bbox_left < x2 || bbox_bottom > y1 || bbox_top < y2)
return true;
return false;
}
29
Issues Help Desk / Re: collision_rectangle
« on: October 19, 2008, 01:39:54 am »I will just write this in sudo-code:2 Rectangles please, and please do it in a Script.
if x >= rectx1 && y >=recty1 && x <= rectx2 && y <=recty2
//collision is true
else
//collision is false
Also, this will only work for one point. I can make it do two rectangles if you want.
30
Issues Help Desk / collision_rectangle
« on: October 19, 2008, 12:35:27 am »
Yeah, I need a Temporary Replacement for collision_rectangle while Josh is working on R3.5. Any Ideas?