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91
Proposals / Re: ENIGMA Project Icons
« on: April 22, 2011, 08:43:11 pm »
I'm guessing the usual ENIGMA icon won't do it for some reason?
92
Proposals / Re: Official Tutorials
« on: April 11, 2011, 06:39:10 am »Quote
You can compile for OS X on a non-Mac OS, but running and testing on a non-Mac OS is illegalWhy would Wine(notice it's "Wine", not "WINE") be legal and running Mac OS apps on a non-Mac OS be illegal?
93
General ENIGMA / Re: First questions
« on: April 09, 2011, 08:11:38 pm »Quote
The reason why Game Maker supports DLLs is because you can't directly include code from another language (usually C/C++) in GM.While that may be the most common reason, it might be worth reminding that sometimes just including code isn't an option - not even for ENIGMA. Think about LGPL libraries.
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people will be encouraged to use raw C++Separating libraries from application code can be useful. For instance, implementing a DLC system without DLL support(or execute_file/execute_string, which might be way worse than plain DLLs) can be painful. And open-sourcing the code will not magically solve the problem here.
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people can inject the code directly into the programAlso, in some cases, it is WAY simpler to provide a DLL+headers than to provide source code, even for open-source projects. Many open-source projects have "source" and "binary" packages.
Let's say I want to include WebKit or LLVM in my game, for some reason. To setup ENIGMA to properly compile the source code of these projects(considering their makefiles wouldn't be used in ENIGMA, right?) would be incredibly painful.
However, just letting the projects build their DLLs using common makefiles, and then linking the game against their libraries and with their headers, would be MUCH faster to compile and MUCH simpler to use and maintain.(not to mention the size of the GMK file - I'd like to see LGM and ENIGMA handle THAT)
So, in some cases, even if you CAN use raw C++, that doesn't mean you SHOULD use raw C++.
The old "Right tool for the right job" rule still applies.
I'd always keep third-party libraries(such as SDL, ffmpeg, etc.) isolated as DLLs.
94
Proposals / Re: Sprite Editor / Sound Editor
« on: April 09, 2011, 06:32:26 pm »
It would also be nice to have both Open AND Open With... (as in, have multiple editors registered, one of them being the default but others being available).
What about being able to edit this sort of thing on runtime?
No "Preferences.properties" to edit. Just some dialog or whatever.
What about being able to edit this sort of thing on runtime?
No "Preferences.properties" to edit. Just some dialog or whatever.
95
Proposals / Re: Sprite Editor / Sound Editor
« on: April 09, 2011, 01:04:02 pm »
What about Pinta for Linux and Paint.NET for Windows?
96
Proposals / Re: Sprite Editor / Sound Editor
« on: April 09, 2011, 09:49:14 am »
Paint.NET/Pinta are pretty good for image editing.
For sound editor, I don't really know. Audacity seems to be reasonably popular to edit sound files, but I haven't heard of creating sounds from the ground up with Audacity alone.
For sound editor, I don't really know. Audacity seems to be reasonably popular to edit sound files, but I haven't heard of creating sounds from the ground up with Audacity alone.
97
Proposals / Re: Obliterating "inst" from functions.
« on: April 08, 2011, 06:38:45 am »Code: [Select]
namespace enigma {
inline enigma::object_planar* inst_iter_planar() {
return (enigma::object_planar*) instance_event_iterator->inst;
}
}
Done.
98
Announcements / Re: Recent Events
« on: March 26, 2011, 07:12:12 am »Quote
As far as I'm aware Linux never used executables in the same way that Windows does...Define the "way that Windows does". Linux has ELF(among other formats) and Windows has PE.
What feature of EXE/PE missing in ELF is so important to prevent ENIGMA from working on Linux/Android?
99
Proposals / Re: Function approval process
« on: March 07, 2011, 03:27:52 pm »
May I suggest that all contributed functions should come with some example/unit test to prove correctness? If not at contribution-time, then at least before being approved.
100
Proposals / Re: Script Editor Features
« on: February 23, 2011, 04:45:22 pm »
You mean custom folding.
102
Proposals / Re: Script Editor Features
« on: February 22, 2011, 02:45:07 pm »Quote
8. Tabs, like in Notepad++ and Visual Studio. This will allow for multiple code windows to be open and maximized at the same time.I think it would be a mistake to add this to the code editor. Tabs shouldn't be a code editor feature, but rather LGM.
So any "tabs" system should be shared with room editors, object editors, etc.
103
Issues Help Desk / Re: Help with GM's instance ID system
« on: February 22, 2011, 09:20:50 am »
@Rusky I don't think your description is accurate.
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Persistent instances are kept in a global, persistent collection with each member initialized when its room is first initialized.Certainly not true. Destroying a persistent instance and going back to the room where it was first created will recreate the instance.
104
Tips, Tutorials, Examples / Re: RPG Maker-style games in Game Maker
« on: February 22, 2011, 06:15:02 am »
I *could*, but this system works and is very simple.
I could have movable_obj/fixed_obj extend actor_obj, but sometimes actors are mixed - they ocasionally move and ocasionally stay in the same place. And I'd rather not change the object type of instances at runtime.
If accessing the previous tile is really important for RPGs, I suppose I could implement that as a separate variable, independent from orientation.
I could have movable_obj/fixed_obj extend actor_obj, but sometimes actors are mixed - they ocasionally move and ocasionally stay in the same place. And I'd rather not change the object type of instances at runtime.
If accessing the previous tile is really important for RPGs, I suppose I could implement that as a separate variable, independent from orientation.
105
Tips, Tutorials, Examples / Re: RPG Maker-style games in Game Maker
« on: February 21, 2011, 05:42:20 pm »
Sometimes, the previous tile means nothing. Consider a NPC that is always in the same place. When the hero approaches that NPC and talk to it, it looks at the hero and keeps looking that way. Then I approach in a different location and the same repeats.
The previous tile is only meaningful as an orientation metric for moving actors.
The previous tile is only meaningful as an orientation metric for moving actors.