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Messages - Josh @ Dreamland

Issues Help Desk / Hijacked Topic
« on: February 03, 2009, 08:02:25 pm »
I'm defining BDWORD as 13 bits.
Behold, my 52 bit operating system!
EVERY SYMBOL, Chinese, Arabic, what the hell ever, is ONE BDWORD.

You also have DBDWORD and for those tough, ground in stains, QBDWORD.

Issues Help Desk / Hijacked Topic
« on: February 03, 2009, 04:48:36 pm »
Quit undermining my authority. I'm clearly never wrong. >=[ ...haha

Also, wait. You hate ENIGMA, why are you still here?

That would be painful.

Off-Topic / Re: More *fun* ASM!
« on: January 29, 2009, 09:58:47 pm »
I have a better idea, which I intend to employ in ENIGMA.

Since it's open source, I may as well tell you all, as I am confident there's not much you can do without knowing address range:

Create a small allocated heap (say 2KB).
X and Y are int*
every so often,
int* old = x;
x= stackstart+4*(rand()%512);
*x = *old;
old = y;
y= stackstart+4*(rand()%512);
while (y==x) y= stackstart+4*(rand()%512);
*y = *old;

I'm thinking about giving ENIGMA  a manager for variables of this sort. Honestly, the only way you're getting this value is carefully watching in a disassembler. Which, er, I'd say 98% of twelve-year-olds with Cheat Engine can't do.

Issues Help Desk / Re: Help a noobie.
« on: January 29, 2009, 06:05:43 pm »
DLL Support: Any date? Seriously. I'm not going to be using this for 2d. GM's 2d capabilities are fine.
OpticalLiam was really looking forward to that, too, so I will probably give it a shot before next release. Note that they will almost definitely not work on Linux.

GM7 Support: Does it work?
LateralGM supports GMK files. The, er, three functions they added between 6 and 7 are already implemented. It functions on Vista as well.

Enigma: What is it? How the f*ck does it work? Why is Lateral GM included? Should I just stick with making console games in C++?
It parses your code into C++. It uses OpenGL as the graphics system, and WinApi for Windows windows, Xlib for Linux windows. It makes things easier by doing a good amount of recoding for you, as well as coming with a lot of premade functions that simplify things further and remove pointers from the picture. (Which I'm considering making optional) The real benefit to be seen now is that your games can't be decompiled by an automated tool.

Variables: Can I now have a boolean variable for a "global" variable that only has two values?
Sure you can, but note that a boolean still takes up four bytes even if there's just one of them, as a rule of C++.

Objects: Can I have empty objects that just compute? Can I turn off all step 'events' and collision 'events'? How does object count affect FPS?
Next release, for certain. I've got most of a new system done (I work on different things intermediately) that will let you remove everything altogether, including ID. (It will be replaced by C++'s this (which is a pointer to the current instance) Count doesn't affect FPS very much at all. Like in GM, having a hundred thousand objects won't even slow the game now, as long as they don't have events. Code runs faster by nature in ENIGMA, though, as it's compiled.

Inheritance: More than one?
Heredity isn't implemented yet. I was hoping to get it integrated in the new instance system I mentioned earlier.
Unlike my critics would have you believe, it isn't as easy as adding the word struct before the code you enter in LGM and sending it to GCC. I can't just use C++ heredity and have everything work the same way; if I did that, instance_nearest and the like wouldn't recognize child objects as a type of the object you pass it. That's the big reason I haven't just done it as a five minute task. I'll see about getting it implemented in the new system.

Permissions: Can I make object variables inaccessible by other objects?
I don't know why you would want to, so I haven't implemented it. If you can give me a good reason for it, I'll add a keyword for it. (Rather, I'll abuse C++'s private keyword and use it as a declarator like Java does)

Ownage Factor: Good enough to own GM?
We're getting there. A few people said GM died when I implemented build mode, but I think that was the excitement of something totally new talking, rather than the big picture.

Announcements / Re: We're back to the ENIGMA default theme.
« on: January 27, 2009, 07:33:24 pm »
I think he was staring at your avatar while he was typing, and really meant to say "reason"

Off-Topic / Re: More *fun* ASM!
« on: January 27, 2009, 04:08:10 pm »
Says who?

Off-Topic / Re: More *fun* ASM!
« on: January 26, 2009, 09:44:35 pm »
How can you not love the beauty of my ASM?
cuz it's ugly :3

Announcements / Re: We're back to the ENIGMA default theme.
« on: January 26, 2009, 09:03:40 pm »
Why's there a newline before my post content?

Teamwork / Re: Dev Team
« on: January 24, 2009, 08:43:27 pm »

Announcements / Re: Bragging
« on: January 24, 2009, 09:02:09 am »
* Josh @ Dreamland wonders if he shouldn't delete these posts before a certain company official has a conniption

Announcements / Re: Bragging
« on: January 19, 2009, 01:00:21 pm »
That's what I did. Though no, I'm not implementing change tracking, because LGM isn't my forte, and neither's Java.

Announcements / Re: Bragging
« on: January 19, 2009, 09:52:08 am »
I haven't released anything since. XD
But yeah, I did cut it by amazing proportions. It used to take 15 seconds, now it takes seven or so.

Off-Topic / Re: Reverse Engineering
« on: January 18, 2009, 12:37:05 pm »

Announcements / Re: Bragging
« on: January 18, 2009, 12:35:32 pm »
Compile time has been cut at least in half since R3.

And nice.

Announcements / Re: Bragging
« on: January 18, 2009, 11:12:39 am »
Ah, okay. ENIGMA has been doing that during compile since... R3, for sure. Maybe R2.
It does that for the few runtime errors, too.