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Messages - Josh @ Dreamland

Announcements / Re: Changes
« on: December 06, 2009, 12:43:55 PM »
And being liberal as hell with '!'. What could be more fun?

Some call it political suicide. I call it "Shut the hell up, my software is free."

Announcements / Changes
« on: December 06, 2009, 12:22:43 PM »
Good news, everybody!!!

I've decided that after a year of development with nothing whatsoever to show, we're getting a new logo!!

Here it is! !! !

Preposterously big and annoying to the very core of your EXISTENCE. !!
Feel free to riot so I have a topic to delete! ! !!

With that, I'm increasing the price of ENIGMA roughly 150%. I don't have the figures at the moment as the math is beyond me, but it will cost more to make up for all the spending without return I've been doing!

!!1!1  !! !

Futhermore, I'm firing my Mac developer. Turns out he can't get the world's shittiest code to function on the world's shittiest operating system. A shame, I know

...what else does Sandy do that's deplorable?

You know what, screw it. That was my fun for the day.
And yes, I'm serious about the price increase. ENIGMA's new price is 0 * 1.50, which is... *crunches numbers*... $0.00.

Oh, and I think maybe I'll stick to the old logo.

Also, miky reminded me of an additional disclaimer. Mac isn't really the shittiest OS; I think Vista earned that title when it did away with HLP. "The Help for this program was created in Windows Help format, which was used in previous versions of Windows and it is not supported in Windows Vista." Though, I'm actually on Vista now... At least it boots. World's shittiest OS... Bah, I'll think on it. Really, I'm just mad because it's been a pain trying to get XLib things to compile on it.

Good day. ^_^

I figure I'll insert the point of this message. Yes, it's 90% troublemaking, but more importantly, there's a lesson in the other 10%.
I know development has taken a while, but progress has been made. It's also a bit more visible than Yoyo's, as you can follow it in the SVN if you really like.

Remember that this project started not long after the release of GM7. In the meantime, I've released three times, they have released nothing. This latest release has been done to refurbish, rethink, and recode everything. Yoyo's just porting GM with help from free software. Think about it. They have $2 million to form a team. A team of "professionals." They claim they're not struggling... Heh, I even tell people what's going on at the moment.

Speaking of. Presently, I need to logically relocate a large block of code that handles identifiers in order to tolerate ::, an integral part of C++. No one said parsing C++ would be without incident. Once the libs parse right, there's really nothing standing in the way.


Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: December 06, 2009, 10:31:22 AM »
If I may, I believe 167 is what you meant, not 176. Also, it's not a degree sign. Render it large, you'll see an underline. Degree sign is 248.

Tips, Tutorials, Examples / Re: move_contact_solid();
« on: December 06, 2009, 10:25:30 AM »
It ends the script in C++ AND GML.

Exit was incorporated into GML because there was no way to return void; "return;" is valid in a C function returning void but invalid in all cases in GML. exit; is the equivalent to return 0;.

Issues Help Desk / Re: current svn trunk build is NOT SAFE TO USE.
« on: December 05, 2009, 07:05:36 PM »
You load LGM and see the splash screen, then drag-and-drop doesn't freeze? Not just right click, dragging tiles.

General ENIGMA / Re: Pixel-Perfect Collision by default ? Box2D
« on: December 05, 2009, 04:24:16 PM »
I had plans for incorporated physics, yes. I was thinking of using Newton, however, rather than Box2D. That can always be an option, however.

As for generating a polygon from a sprite, that's feasible for the most part. There's a bit of turmoil between Ludamad and me that would have to be resolved before I would be able to continue using Colligma. I haven't spoken to him in months. I mention this because originally, he was going to allow for polygon based collision detection as a replacement for bitmask based collisions.

As for disabling the collision system entirely: I intend to allow users to disable practically everything about ENIGMA at their option, including selected local variables (any can be disabled, not necessarily all or none), and of course high-octane systems like collisions, networking, and 3D. Not every game uses those; it'd be stupid to constantly include them all. Although originally I wanted the process to be automatic, I may end up making it manual, at least at first.

The current collision system is pixel perfect, but not many functions were implemented using it. We'll see how this turns out.

Announcements / Re: Major forum upgrade
« on: December 04, 2009, 09:46:27 PM »
Anorexic... Font... used to... Ubuntu...

Announcements / Re: Major forum upgrade
« on: December 04, 2009, 03:46:57 PM »
The 'jump to' is broken.

I'm posting from the university library to tell you all:

*jumps out window*

Announcements / Re: Major forum upgrade
« on: December 02, 2009, 06:08:33 PM »

Proposals / Re: Just an appreciation
« on: December 02, 2009, 05:53:16 PM »
Retro-- Most of those are mutually exclusive
Score_-- It gets about 300 KB with -Os, I believe. I can probably do some custom optimization to help that when the time comes.
Anyway, essay'ing to do, ciao.

Announcements / Re: Trunkification (svn rearranged)
« on: December 01, 2009, 08:19:31 PM »
ENIGMA's going to be doing the same on my part for a bit here. I gave serp SVN commit privileges, so perhaps he will develop it. I'll be doing my three essays and presentation this week and Monday. After that, I'm free...

Off-Topic / Re: Code::Block Plugins
« on: November 29, 2009, 10:30:02 PM »

GML was easy to read because it had nothing. It had some 500 functions, all of which were highlighted. About 2,000 global things, also highlighted. That's it.
This C parser gives ENIGMA what it needs to highlight C++ functions, but honestly, I don't think that's such a good idea anyway.

Also, I hate when #define stops being highlighted after the space. That's annoying as hell. But if you like that, maybe someone else does and has written such a plugin.

Announcements / Re: Victory
« on: November 28, 2009, 08:01:30 PM »
Okay, I won't.

Announcements / Re: Victory
« on: November 28, 2009, 11:37:36 AM »
Fede's going a little stir-crazy over the amount of time since I've made a release. Maybe someone will take the incentive to splice R3 and R4... hehehe. Right.

Announcements / Victory
« on: November 27, 2009, 03:24:50 PM »
Code: [Select]
No error.
Parse time: 380 milliseconds

Macros (518) [+]
Variables [+]
Define: acos
  acos:  Function with 1 parameters, returning double  Dereference path: (params = 1)</group>

After I had what I thought to be the basics down, all the Windows C headers parsed without error. The Linux ones, however... It was a constant uphill battle.
Math.h employs such faggotry as calling __CONCAT on itself, which only works if it's called internally as an alias. For example, the first code works, the second does not:

Code: [Select]
#define __CONCAT(a, b) a ## b
#define TRIPLE_CONCAT(a,b, c) ALIAS_CONCAT( __CONCAT(a,b),c)
#define ALIAS_CONCAT(a, b) __CONCAT(a,b)
Code: [Select]
#define __CONCAT(a, b) a ## b
#define TRIPLE_CONCAT(a,b, c) __CONCAT( __CONCAT(a,b),c)

I'm not entirely sure why, really, and I don't care. Both work for me, and I see no reason to change it just because GCC only likes the first.

Anyway, more work to do. (Along with two research papers and a "scientific" paper to write). I'm a bit swamped, as usual.