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1531
Announcements / Re: Collisions update
« on: December 21, 2010, 07:18:59 PM »
All I can say is, we'll see. I have no idea whatsoever (which is somewhat unusual; I usually thoroughly investigate the implications of any differences before acting, but in this case I have nothing to go by).
I've thought about it, and the idea that scares me the most is that a GM game in which the character could not fall through a 32px gap between blocks of the same size would do so in ENIGMA, or vice versa.
All I can say is, we'll do our best and pay careful attention to reports.
I've thought about it, and the idea that scares me the most is that a GM game in which the character could not fall through a 32px gap between blocks of the same size would do so in ENIGMA, or vice versa.
All I can say is, we'll do our best and pay careful attention to reports.
1532
General ENIGMA / Re: Compiling on OS X
« on: December 19, 2010, 09:21:29 PM »
I've never gotten Java to work on a Mac to which I had access. If LGM runs for you, all you need is the developer tool set mentioned by Ism above. It's about a gigabyte and a half, if I recall correctly (I recall TGMG telling me it was more, but I'm not sure how much more).
You will need an account with Apple at http://developer.apple.com/devcenter/mac/index.action in order to obtain their supermassive tools. Most of them aren't necessary for the correct performance of ENIGMA, but I haven't found any way of obtaining the required tools individually.
You will need an account with Apple at http://developer.apple.com/devcenter/mac/index.action in order to obtain their supermassive tools. Most of them aren't necessary for the correct performance of ENIGMA, but I haven't found any way of obtaining the required tools individually.
1533
Announcements / Re: Collisions update
« on: December 19, 2010, 11:16:16 AM »
I'm telling you, there's got to be someplace where they sell Java programmers by the crate. The purebred kind, the ones that don't know any other languages and can't think for themselves. If we buy a whole crate full, we can just throw out the defective ones and keep a few good ones for you to put to work.
Oh, and I fixed some stuff in those thirty revisions, too. I don't feel like reading through them to figure out what they were, but two I can readily recall are a glitch in the syntax checker and another in the motion handlers.
Oh, and I fixed some stuff in those thirty revisions, too. I don't feel like reading through them to figure out what they were, but two I can readily recall are a glitch in the syntax checker and another in the motion handlers.
1534
Proposals / Re: Random speed ups and slow downs with compiled games
« on: December 15, 2010, 09:58:27 PM »
It was a syntax error the checker missed. Most of the parsers didn't give a shit (the formatter never gives a shit), but the variable harvester was pretty pissed about it.
Fixed r566.
Fixed r566.
1535
Function Peer Review / Re: move_towards_point + move_snap
« on: December 15, 2010, 06:11:55 PM »
Hello, Mith. I didn't realize you were still around. I think what you implemented there as move_towards_point is actually mp_linear_step. I don't see a problem with the code at all, though. Nicely done.
1536
Function Peer Review / Re: clamp()
« on: December 14, 2010, 07:56:34 PM »
Clamp is more efficient than median, unless median is specialized for each argument count.
1537
General ENIGMA / Re: Cross-compiling
« on: December 13, 2010, 12:07:51 AM »
No, there is no special form for links. I was indicating that systems like Box2D would be added to the collision system list. Setting custom links is messy; that should only be required when the system can't be integrated elsewhere. But yes, that much is necessary.
As far as changing the compile flags, we have a lot more than that to change, as is becoming more and more evident. Someone signed into the IRC who was having problems getting ENIGMA to coexist peacefully with DevKitPro's Msys. It was a complete clusterfuck. It didn't help that Tortoise SVN was betraying us the whole way, either...
Damn.
As far as changing the compile flags, we have a lot more than that to change, as is becoming more and more evident. Someone signed into the IRC who was having problems getting ENIGMA to coexist peacefully with DevKitPro's Msys. It was a complete clusterfuck. It didn't help that Tortoise SVN was betraying us the whole way, either...
Damn.
1538
General ENIGMA / Re: Cross-compiling
« on: December 11, 2010, 10:17:39 PM »
<..<
Opened ENIGMA settings lately, Retro?
Opened ENIGMA settings lately, Retro?
1539
General ENIGMA / Re: Cross-compiling
« on: December 11, 2010, 11:40:17 AM »
Not just Mac. We're sticking to Mac because I've not yet started the Wii port and I don't own any other consoles for which I'd like to see ENIGMA work in the near future. It may happen that I'll end up thinking up a spec tailored to the Wii, and TGMG will make it work for Mac, iPhone, and Android.
Not to be a dick or anything, as TGMG has contributed some ideas to this mix, but it's so far been me who ends up writing the big picture shit that just needs to work, anyway. (I'd never expect anyone to mess with any of the parsers; it was neat enough that TGMG made the necessary modifications to the compiler source to get it working for those platforms at all). It's just that, as far as I can tell, this cross-compiling nonsense isn't going to happen until I have a release ready for Wii (which may in fact be sometime near New Year's).
Not to be a dick or anything, as TGMG has contributed some ideas to this mix, but it's so far been me who ends up writing the big picture shit that just needs to work, anyway. (I'd never expect anyone to mess with any of the parsers; it was neat enough that TGMG made the necessary modifications to the compiler source to get it working for those platforms at all). It's just that, as far as I can tell, this cross-compiling nonsense isn't going to happen until I have a release ready for Wii (which may in fact be sometime near New Year's).
1540
General ENIGMA / Re: Cross-compiling
« on: December 11, 2010, 10:12:30 AM »
This isn't something that can be done with the three of us PMing each other. We need to discuss a spec that provides for the needs of all supported platforms.
1541
General ENIGMA / Re: Cross-compiling
« on: December 11, 2010, 01:10:25 AM »
Just leave that to me.
It's been a planned part of the iPhone/Android integration. By the same mechanism you chose a compiler for those devices, you will be able to choose a cross-compiler.
Issue is, Ism, TGMG, and myself are never on concurrently.
It's been a planned part of the iPhone/Android integration. By the same mechanism you chose a compiler for those devices, you will be able to choose a cross-compiler.
Issue is, Ism, TGMG, and myself are never on concurrently.
1542
Function Peer Review / Re: NEEDED FUNCTION LIST
« on: December 07, 2010, 08:43:15 PM »
That folder's TBR. But I was considering renaming Platforms... I'm still not positive about that layout.
We do need a new directory called "Widgets"... I've not decided how to link that up with GL/DX....
We do need a new directory called "Widgets"... I've not decided how to link that up with GL/DX....
1543
General ENIGMA / Re: Linux Repositories
« on: December 07, 2010, 06:53:31 PM »
Yeah, I read that but forgot to acknowledge it. I probably won't be adding anything to the downloads page until I can get nothing but
from a release.
...Presently, ENIGMA doesn't work out of the box on Mac without acute modification, so I'm withholding release until it works. By the time it does, collisions will probably be in, too. So.

...Presently, ENIGMA doesn't work out of the box on Mac without acute modification, so I'm withholding release until it works. By the time it does, collisions will probably be in, too. So.
1544
Function Peer Review / Re: NEEDED FUNCTION LIST
« on: December 07, 2010, 03:22:17 PM »
Let me reiterate (again) that I have no idea why those damn GM*.h headers are still in there. I wrote most of them when I was fourteen. It's time to remove them.
I deleted them years ago and they have since magically resurfaced (Thank you subversion). And as you can see, they're spawning now, and it's kind of obnoxious.
I deleted them years ago and they have since magically resurfaced (Thank you subversion). And as you can see, they're spawning now, and it's kind of obnoxious.
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