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Messages - polygone

#211
I thought draw_get_pixel was added as a macro.

Quote from: Josh @ Dreamland on May 23, 2013, 07:42:33 PM
Is it just me, or is that snippet tag a bit ugly? Maybe I'll add a teletype tag in the near future.
I always thought it was ugly but you seemed to like it.
#212
Or you don't have to move it and just use other.invincible in the collision event
#213
General ENIGMA / Re: New logo
May 03, 2013, 02:46:25 AM
Can we change the name while we're here?
#214
Ohhhh I see, you can use them but LGM is not picking them up for the function list.
#215
Quote from: forthevin on April 28, 2013, 07:45:10 PM
No, they are actually available, I tested it myself. The solution is that I put:


namespace enigma_user {};

using namespace enigma_user;


in SHELLmain.cpp, such that the namespace is available to the users, like Josh instructed. That way, user variables/functions that reside in either the global or enigma_user namespace are available to the user.
Shouldn't you commit that then?
#216
josh was going to add instance list shit, they could be used for this.
#217
Ok I see you've just committed. The problem is those functions aren't going to be available now to people using ENIGMA. This is why it's best to do the whole wrong at once, or at least quickly. Maybe it would be a better idea to branch off actually.
#218
Quote from: forthevin on April 28, 2013, 06:40:09 PM
I have moved some of the user functions and variables into the enigma_user namespace. I will move more later, but I will stay outside of collisions and graphics, to avoid moving things others are moving.
It's alright nobody is working on any collision or graphics functions right now, I don't think. Now's the best time to move everything, and all at once.
#219
if (collision_point())

Doesn't work in ENIGMA. You need to use if (collision_point() != noone)
#220
It would be a good time to do it since there are few commits right now.
#221
It 'works' in GM but it doesn't do what he's trying to make it do. If that is functioning correctly then it's purely by chance somehow.

So has anybody actually looked at the tile bug? Guess I'll look at it when I get time.
#222
I thought that wasn't the problem in the end (you said you hit run by mistake when you tested it)? And that was my idea that the problem was that the file wasn't included before the debug code. In any case, yes I did put those the wrong way around so it's fine if that was the problem. I'm still curious as to why I didn't get that debug error and you did though, like I said at the time I think the include file was getting included previously for me but not for you fro some reason.
#223
Not this again lol. It wasn't broke for me. There's some problem elsewhere that's happening, which isn't my fault (well probably not) and we still don't know what it is. You didn't fix it, you just patched over the problem by adding those files. I still don't have an explanation for why it wasn't working.
#224
Quote from: Robert B Colton on April 19, 2013, 06:46:13 AM
Debug mode has been fixed, you must have downloaded before I recently applied the debug mode patch. Our one developer Polygonz broke it with his tile fixes and had refused to fix it. So in order to get it working again...
1) I didn't break debug mode
2) He said debug mode ran fine, it was design mode that was broke for him. Which I would fully expect since Josh hasn't worked on it yet.
#225
Ok I'm going to presume it was the java causing the issue, glad it's fixed.