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1
Issues Help Desk / Re: Compile error after adding sprite
« on: March 02, 2019, 01:54:38 pm »
Thanks.
2
Issues Help Desk / Compile error after adding sprite
« on: March 02, 2019, 12:38:45 am »
Whenever I add some sprites, I get "Compile failed at C++ level" when I compile the project until I reload the project.
Code: [Select]
Building for mode (0)
Cleaning up from previous executions
- Cleared event info.
Loading shared locals from extensions list
The IDE didn't tell ENIGMA what extensions were selected before requesting a build....Continuing anyway...
Copying resources:
Copying sprite names [39]
Copying sound names [0]
Copying background names [3]
Copying path names [0]
Copying script names [10]
Copying shader names [0]
Copying font names [3]
Copying timeline names [0]
Copying object names [41]
Copying room names [6]
Copying constant names [0]
SYNTAX CHECKING AND PRIMARY PARSING:
10 Scripts:
Parsed `scrInitializeGlobals': 0 locals, 0 globals
Parsed `scrSetGlobalOptions': 0 locals, 0 globals
Parsed `scrSetRoomCaption': 0 locals, 0 globals
Parsed `scrLoadGame': 0 locals, 0 globals
Parsed `scrSaveGame': 0 locals, 0 globals
Parsed `scrPlayerVJump': 0 locals, 0 globals
Parsed `scrPlayerJump': 0 locals, 0 globals
Parsed `scrPlayerShoot': 0 locals, 0 globals
Parsed `scrKillPlayer': 0 locals, 0 globals
Parsed `scrSetPlayerMask': 0 locals, 0 globals
"Linking" scripts
`Linking' 10 scripts and 0 timelines in 4 passes...
Completing script "Link"
Linking `scrInitializeGlobals':
Linking `scrSetGlobalOptions':
Linking `scrSetRoomCaption':
Linking `scrLoadGame':
Linking `scrSaveGame':
Linking `scrPlayerVJump':
Linking `scrPlayerJump':
Linking `scrPlayerShoot':
Linking `scrKillPlayer':
Linking `scrSetPlayerMask':
Done.
Completing timeline "Link"
Done.
41 Objects:
objWorld: 3 events:
Event[0, 0] Check `objWorld::create... Done. Parse... Done.
Event[3, 0] Check `objWorld::step... Done. Parse... Done.
Event[7, 4] Check `objWorld::roomstart... Done. Parse... Done.
objTitleMenu: 1 events:
Event[3, 0] Check `objTitleMenu::step... Done. Parse... Done.
objDifficultyMenu: 3 events:
Event[0, 0] Check `objDifficultyMenu::create... Done. Parse... Done.
Event[3, 0] Check `objDifficultyMenu::step... Done. Parse... Done.
Event[8, 0] Check `objDifficultyMenu::draw... Done. Parse... Done.
objCamera: 3 events:
Event[0, 0] Check `objCamera::create... Done. Parse... Done.
Event[3, 0] Check `objCamera::step... Done. Parse... Done.
Event[7, 10] Check `objCamera::userzero... Done. Parse... Done.
objSmoothCamera: 2 events:
Event[0, 0] Check `objSmoothCamera::create... Done. Parse... Done.
Event[3, 2] Check `objSmoothCamera::endstep... Done. Parse... Done.
objPlayerStart: 1 events:
Event[7, 4] Check `objPlayerStart::roomstart... Done. Parse... Done.
objPlayer: 8 events:
Event[0, 0] Check `objPlayer::create... Done. Parse... Done.
Event[1, 0] Check `objPlayer::destroy... Done. Parse... Done.
Event[3, 0] Check `objPlayer::step... Done. Parse... Done.
Event[3, 2] Check `objPlayer::endstep... Done. Parse... Done.
Event[4, 18] Check `objPlayer::collision_18... Done. Parse... Done.
Event[4, 12] Check `objPlayer::collision_12... Done. Parse... Done.
Event[4, 30] Check `objPlayer::collision_30... Done. Parse... Done.
Event[8, 0] Check `objPlayer::draw... Done. Parse... Done.
objBow: 3 events:
Event[3, 0] Check `objBow::step... Done. Parse... Done.
Event[3, 2] Check `objBow::endstep... Done. Parse... Done.
Event[7, 10] Check `objBow::userzero... Done. Parse... Done.
objBullet: 3 events:
Event[0, 0] Check `objBullet::create... Done. Parse... Done.
Event[2, 0] Check `objBullet::alarm_0... Done. Parse... Done.
Event[4, 12] Check `objBullet::collision_12... Done. Parse... Done.
objBloodEmitter: 3 events:
Event[0, 0] Check `objBloodEmitter::create... Done. Parse... Done.
Event[2, 0] Check `objBloodEmitter::alarm_0... Done. Parse... Done.
Event[3, 0] Check `objBloodEmitter::step... Done. Parse... Done.
objBlood: 4 events:
Event[0, 0] Check `objBlood::create... Done. Parse... Done.
Event[4, 12] Check `objBlood::collision_12... Done. Parse... Done.
Event[4, 18] Check `objBlood::collision_18... Done. Parse... Done.
Event[7, 0] Check `objBlood::outsideroom... Done. Parse... Done.
objGameOver: 4 events:
Event[0, 0] Check `objGameOver::create... Done. Parse... Done.
Event[2, 0] Check `objGameOver::alarm_0... Done. Parse... Done.
Event[8, 0] Check `objGameOver::draw... Done. Parse... Done.
Event[8, 64] Check `objGameOver::drawgui... Done. Parse... Done.
objBlock: 0 events:
objSlipBlock: 1 events:
Event[0, 0] Check `objSlipBlock::create... Done. Parse... Done.
objSlideBlock: 1 events:
Event[0, 0] Check `objSlideBlock::create... Done. Parse... Done.
objBlockInvis: 1 events:
Event[3, 0] Check `objBlockInvis::step... Done. Parse... Done.
objBlockFake: 1 events:
Event[4, 6] Check `objBlockFake::collision_6... Done. Parse... Done.
objWarpStart: 3 events:
Event[0, 0] Check `objWarpStart::create... Done. Parse... Done.
Event[4, 6] Check `objWarpStart::collision_6... Done. Parse... Done.
Event[8, 0] Check `objWarpStart::draw... Done. Parse... Done.
objPlatform: 1 events:
Event[0, 0] Check `objPlatform::create... Done. Parse... Done.
objMovingPlatform: 2 events:
Event[0, 0] Check `objMovingPlatform::create... Done. Parse... Done.
Event[3, 0] Check `objMovingPlatform::step... Done. Parse... Done.
objWarp: 0 events:
objRoomChanger: 0 events:
objMovingPlatformNoBounce: 1 events:
Event[0, 0] Check `objMovingPlatformNoBounce::create... Done. Parse... Done.
objBlockRise: 1 events:
Event[3, 0] Check `objBlockRise::step... Done. Parse... Done.
objBlockFall: 1 events:
Event[3, 0] Check `objBlockFall::step... Done. Parse... Done.
objWalljumpL: 0 events:
objWalljumpR: 0 events:
objSlope: 0 events:
objSlopeDownLeft: 0 events:
objSlopeDownRight: 0 events:
objSlopeUpLeft: 0 events:
objSlopeUpRight: 0 events:
objPlayerKiller: 0 events:
objSpikeUp: 0 events:
objSpikeRight: 0 events:
objSpikeLeft: 0 events:
objSpikeDown: 0 events:
objCherry: 2 events:
Event[0, 0] Check `objCherry::create... Done. Parse... Done.
Event[7, 0] Check `objCherry::outsideroom... Done. Parse... Done.
objSave: 6 events:
Event[0, 0] Check `objSave::create... Done. Parse... Done.
Event[2, 0] Check `objSave::alarm_0... Done. Parse... Done.
Event[4, 6] Check `objSave::collision_6... Done. Parse... Done.
Event[4, 8] Check `objSave::collision_8... Done. Parse... Done.
Event[7, 7] Check `objSave::animationend... Done. Parse... Done.
Event[7, 10] Check `objSave::userzero... Done. Parse... Done.
objSaveMedium: 1 events:
Event[0, 0] Check `objSaveMedium::create... Done. Parse... Done.
objSaveVHard: 1 events:
Event[0, 0] Check `objSaveVHard::create... Done. Parse... Done.
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Linking" timelines into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Object `objWorld' calls scrLoadGame with 1 parameters.
Object `objWorld' calls scrSaveGame with 1 parameters.
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing timeline control information
Linking globals and ambiguous variables
Running Secondary Parse Passes
Add dot accessed local gameStarted
var
Add dot accessed local timeMicro
var
Add dot accessed local time
var
Add dot accessed local restartButton
var
Add dot accessed local jumpButton
var
Add dot accessed local leftButton
var
Add dot accessed local rightButton
var
Add dot accessed local grav
var
Add dot accessed local difficulty
var
Add dot accessed local autosave
var
Add dot accessed local slip
var
Add dot accessed local h
var
Add dot accessed local shootButton
var
Add dot accessed local suicideButton
var
Add dot accessed local adAlign
var
Add dot accessed local alignLeftButton
var
Add dot accessed local alignRightButton
var
Add dot accessed local edgeDeath
var
Add dot accessed local yspeed
var
Add dot accessed local debugShowHitbox
var
Add dot accessed local delayBow
var
Add dot accessed local xScale
var
Add dot accessed local savenum
var
Add dot accessed local startRoom
var
Add dot accessed local death
var
Add dot accessed local gameClear
var
Add dot accessed local saveRoom
var
Add dot accessed local savePlayerX
var
Add dot accessed local secretItemTotal
var
Add dot accessed local secretItem
var
Add dot accessed local saveSecretItem
var
Add dot accessed local bossItemTotal
var
Add dot accessed local bossItem
var
Add dot accessed local saveBossItem
var
Add dot accessed local saveGameClear
var
Add dot accessed local roomCaptionDef
var
Add dot accessed local savePlayerY
var
Add dot accessed local saveGrav
var
Add dot accessed local noPause
var
Add dot accessed local saveMap
var
Add dot accessed local onPlatform
var
Add dot accessed local jump
var
Add dot accessed local djump
var
Add dot accessed local jump2
var
Add dot accessed local dif
var
Add dot accessed local difName
var
Writing events
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `make'
Full command line: make Game WORKDIR="C:/Users/h7613/AppData/Local/ENIGMA/" CODEGEN="C:/Users/h7613/AppData/Local/ENIGMA/" GMODE="Run" GRAPHICS="OpenGL1" AUDIO="DirectSound" COLLISION="Precise" WIDGETS="Win32" NETWORKING="None" PLATFORM="Win32" TARGET-PLATFORM="Windows" CXXFLAGS="-std=c++11 -I/mingw64/lib/libffi-3.2.1/include -I../Additional/i686-w64-mingw32/include" LDFLAGS="-L../Additional/i686-w64-mingw32/lib -static-libgcc -static-libstdc++ -static" MAKE="make" COMPILEPATH="Windows/Windows/Mingw_GCC_G++" EXTENSIONS=" Universal_System/Extensions/Paths Universal_System/Extensions/DateTime Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DataStructures Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/libpng Universal_System/Extensions/ParticleSystems" OUTPUTNAME="C:/msys64/tmp/egm6621054682461166441.exe"
make -C ENIGMAsystem/SHELL
make[1]: 进入目录“/ENIGMA/enigma-dev-64/ENIGMAsystem/SHELL”
g++ -std=c++11 -I/mingw64/lib/libffi-3.2.1/include -I../Additional/i686-w64-mingw32/include -Wall -s -O3 -fno-rtti -fno-exceptions -DENIGMA_PLATFORM_WINDOWS -DGLEW_STATIC -DPATH_EXT_SET -I../../shared/libpng-util -IPlatforms/Win32/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/DirectSound/Info -ICollision_Systems/Precise/Info -IWidget_Systems/Win32/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/Users/h7613/AppData/Local/ENIGMA/ -I../../shared -MMD -MP -c -o C:/Users/h7613/AppData/Local/ENIGMA/.eobjs/Windows/Windows/Mingw_GCC_G++/Run/SHELLmain.o SHELLmain.cpp
In file included from SHELLmain.cpp:93:0:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h: In function 'std::__cxx11::string enigma_user::object_get_name(int)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:99:7: error: duplicate case value
case 19: return "objWarp";
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:98:7: note: previously used here
case 19: return "objMovingPlatform";
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:101:7: error: duplicate case value
case 20: return "objMovingPlatformNoBounce";
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:100:7: note: previously used here
case 20: return "objRoomChanger";
^~~~
In file included from Universal_System/instance_create.h:52:0,
from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'void enigma::instance_change_inst(int, bool, enigma::object_graphics*)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
case 20:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
case 20:
^~~~
In file included from Universal_System/instance_create.h:78:0,
from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'enigma::object_basic* enigma::instance_create_id(int, int, int, int)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
case 20:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
case 20:
^~~~
In file included from Universal_System/instance_create.h:98:0,
from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'enigma::instance_t enigma_user::instance_create(int, int, int)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
case 20:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
case 20:
^~~~
In file included from Universal_System/instance_create.h:127:0,
from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'void enigma_user::instance_copy(bool)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
case 19:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
case 20:
^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
case 20:
^~~~
rm -f C:/Users/h7613/AppData/Local/ENIGMA/.eobjs/Windows/Windows/Mingw_GCC_G++/Run/Universal_System/loading.o C:/Users/h7613/AppData/Local/ENIGMA/.eobjs/Windows/Windows/Mingw_GCC_G++/Run/Universal_System/Extensions/MotionPlanning/motion_planning.o
make[1]: Leave directory“/ENIGMA/enigma-dev-64/ENIGMAsystem/SHELL”
make: *** [Makefile:20:Game] error 2
3
Issues Help Desk / LateralGM external code editor does not work
« on: November 16, 2018, 09:33:50 am »
Hello there,
I set "External Code editior" in the preferences, it still opens the default code editor, but the image editor works fine. Why?
OS: Win10 x64
I set "External Code editior" in the preferences, it still opens the default code editor, but the image editor works fine. Why?
OS: Win10 x64
Pages: 1