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Messages - Josh @ Dreamland

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Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: February 19, 2018, 01:55:47 PM »
I can't think of any reason to favor declaring globals as one instead of zero. But "globalvar" is a GameMaker: Studio construct; ENIGMA just has you say "global var" instead. I can't tell if the compiler recognizes that you are trying to declare a global, or if it just assumes you left our two semicolons and wanted to say a bunch of variable names for no reason. The point is, it's possible globalvar just isn't working (although it seems to be declared in actions.h. Try printing the value in another object to make sure it's being persisted.

Otherwise, it could be an event ordering issue. Try setting it to what you mean instead of to one and then the correct value later.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: February 06, 2018, 12:02:42 PM »
As you have probably noticed, var<Vacuum> object_Mouth is not valid syntax (well, it technically resembles valid syntax, but as the compiler pointed out, var is not a template).

The error you posted is actually a warning; it will not prevent your game from building nor harm its function. Interesting to note, though—I'm not sure why that function is being generated if ENIGMA is not using it. Probably a sloppy refactor.

How are you assigning to this global variable? How are you reading from it? This sounds as though there may be disparity, there. Are you declaring it global explicitly? If so, how?

Developing ENIGMA / Re: make androidrun
« on: January 30, 2018, 09:43:57 PM »
Android hasn't worked in ages; last time it worked was when TGMG checked it in. I don't even think it ever worked for anyone but him. I have no idea how to configure it, I'm afraid. You could try contacting him, but by this point, I doubt he remembers, either.

That game seems to suffer from a regression we've had on math functions. It's being worked on. You can follow along on PR 1172 if you're interested. It contains a fix for abs and a unit test to catch future regressions. I intend to add the other math functions and fix a coverage problem before merging it.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: January 22, 2018, 10:40:07 PM »
There's no reason you should not be able to. What kind of errors?

Announcements / Re: I'll be upgrading CentOS today.
« on: January 19, 2018, 10:28:05 AM »
Fixed the commit ticker at the top of the site.

Something I didn't mention earlier is that I have issued redirects from http:// to https:// in the interests of user privacy and security. I hope you were all using HTTPS before that, but now it's required. Anyway, this had the side effect of breaking the commit ticker, which did not understand the HTTP 301 response. I've fixed that by adding an S to the GitHub URL.

Announcements / Re: I'll be upgrading CentOS today.
« on: January 18, 2018, 12:36:16 AM »
In what has got to be the last outage for a while, the EDC went down when I upgraded SMF to fix the tables. I am proud of SMF team's work in maintaining a stable API, despite PHP's maintainers' heads being lodged insuperably far up their respective asses. The bottom line is, some minor changes to the EDC's client code brought it back into compliance with new PHP APIs. No changes were required to continue using the SMF API. Let me know here if there are any problems with that.

We're discussing migrating to a dedicated server. It should mean less future headache, as I would probably migrate us to Arch to take advantage of rolling releases.

Announcements / Infrastructual Changes
« on: January 14, 2018, 11:50:21 AM »
Hi all,

I have some happy news to share regarding some changes to the ENIGMA codebase. Cheeseboy, Robert, and I have been making some relatively big changes to the infrastructure of this project, lately. You (I hope) haven't noticed so far, because these changes are mostly internal cleanup, code health, and productivity changes. Since we fixed the Travis-CI build a few months ago, Robert has added an AppVeyor build. With the new assurance that a change will not break other platforms, we have been cleaning up the codebase and moving things around. We have had minor regressions, which is why I'm in the process of writing a regression test suite on top of our build tests. But for the first time in this project's history, all contributors are submitting code to branches instead of directly to Master. Our build has been green since we fixed it a few months ago. This is huge news for us, but doesn't directly affect users.

The downside is, of course, the minor regressions. And we're about to have much bigger changes.

What you need to know:
Some dependencies will be added to the project. We are going to stop baking GLEW into our source, for example. LateralGM will also be updated. We will provide instructions on how to obtain the latest dependencies when that time comes. I expect us to just ship a new portable zip that everyone will need to update to.

A more comprehensive list of changes:
  • In the coming weeks, we plan to completely change the way LateralGM (and other IDEs) communicate your game data to ENIGMA. We will use a flatbuf-based system instead of EnigmaStruct, which will be removed.
  • As I mentioned, Cheeseboy has removed the GLEW source from our source tree. You will soon need to obtain it yourself (probably by downloading a new portable zip). Advanced users can install it through MSys on their own.
  • ENIGMA now writes a .desktop file on Linux alongside built games. This serves as a launcher for the game, and enables users to more easily set their own game icon.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: January 06, 2018, 11:29:59 AM »
To my knowledge, "Vacuum" is not a reserved word... do you have a resource by that name? Are you using that variable in any movement logic? There may be a difference in event execution order that is causing your logic to behave differently in ENIGMA when compared to GM.

Announcements / Re: I'll be upgrading CentOS today.
« on: December 31, 2017, 01:12:02 AM »
We had another forum outage today. I've repaired the tables and upgraded the forum to the latest SMF. I believe that should be the end of it. Time will tell.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: December 22, 2017, 06:27:39 PM »
You can ignore TKG; he gets that way literally all the time.

It's okay if you don't want to provide the file. Can you provide a small test case that demonstrates what ENIGMA is doing incorrectly?

We can skip that if you provide more details on what variable you're setting. You say "a user-defined variable"—what is its name? It may be interfering with an ENIGMA system variable, or a variable that ENIGMA provides for backward-compatibility. For instance, setting image_single will stop an instance's sprite animation. This behavior was removed from Game Maker, as far as I know.

There are also minor differences in the way ENIGMA handles code. A good example is using a function name as a variable. I doubt you're hitting any of that, based on the fact that your game will start up and run fine.

Off-Topic / Re: ENIGMA Value
« on: November 04, 2017, 12:51:12 PM »
ENIGMA's problem isn't really money, in the most basic sense. I'm happy to continue to cover ENIGMA's server costs (they amount to maybe $20/mo). ENIGMA needs more expert attention. I occasionally block off some time to fix one of ENIGMA's big issues, but there are a couple that are too big for me to just knock out one weekend. The last time I rewrote ENIGMA's compiler, I was 19, and it took over a month. What kept me motivated was the challenge, and that aspect has gone away.

As far as motivating really talented people, I'd say that is a money issue. I work full-time as a software engineer. That comes with a lot of money, and a lot of bullshit. The bullshit eats up all of my personal bullshit buffer, which I would need in order to work on ENIGMA for extended periods of time. The money is sufficiently good that I could never expect this community to pay one person competitively (be it me, or some arbitrary expert in this field).

So basically, the server costs are noise. I am happy to cover them for this project. The cost of hiring an engineer who could actually make a difference for this project is too high for this community to support.

That said, I understand that some of our contributors are still in college. I think they should weigh in on whether they find the prospect of accepting donations to be motivating. Maybe they are in a position where the ability to make money from working on ENIGMA would allow them to do so more often. If that's the case, I would be happy to set up a donation system that would go directly to contributors who need it.

So, thoughts, college attendees?

Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: October 22, 2017, 03:02:40 PM »
If I had time to explore the 3D modeling space in ENIGMA, I would focus on adding support for AssImp in general. I think Collada is a big step in that direction, though, so this is an awesome change. Have you considered putting this code in a pull request? Movement in the 3D space here remains slow.

Issues Help Desk / Re: Download for the Tutorial is Broken
« on: October 21, 2017, 03:29:46 PM »
I'll figure out who owns that Dropbox link and see about getting the file re-hosted.

Off-Topic / Re: Gamepad/ Joystick Devices
« on: October 21, 2017, 03:21:05 PM »
I use an iBuffalo SNES Controller and a standard Nintendo GameCube controller using the Mayflash adapter. Been a Nintendo fan my entire life; Nintendo controllers are all I know how to use.

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