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Messages - Dragonite

Pages: 1 2 »
1
Programming Help / Re: How to access arrays stored in a ds_list ?
« on: June 16, 2019, 12:38:32 PM »
I put the following in the create event:
Code: [Select]
var arr[3];// = array_create(3);
arr[2] = 52;
arr[1] = 4;
arr[0] = 16
list = ds_list_create();
ds_list_add(list, arr);

Then, the following in the Step Event:
Code: [Select]
var t = ds_list_find_value(list, 0);
if (is_array(t))
{
show_message("t is an array.");
for (var i = 0; i < array_length_1d(t); ++i)
show_debug_message(string(t[i]));
}
else
show_message("t is not an array,");
game_end();

The output is that "t is not an array".

Edit: just re-read the thread, so ds_list_find_value isn't implemented yet?

3
Programming Help / Re: How to access arrays stored in a ds_list ?
« on: June 13, 2019, 09:56:08 PM »
Goombert, isn't the code below supposed to work?
Code: [Select]
var arr = array_create(3);
arr[2] = 52;
arr[1] = 4;
arr[0] = 16
list = ds_list_create();
ds_list_add(list, arr);
In GM, you should be able to get back the array using ds_list_find_value(list, 0) whether it was called with var or not.

4
General ENIGMA / Re: Roadmap?
« on: June 13, 2019, 09:52:35 PM »
Ok, I've put the roadmap on that page, that's a good idea. Let me mention something though, and this is not as bad as it sounds. Many of the tasks on that page actually still need done. One of the reasons it's not so bad they haven't been done is because a few of them don't really matter to the users. For example, moving resources from arrays and vectors to our own templated container. That's not something the end user will really notice even in performance if it's done correctly. It will only improve our code maintainability.
Okay, cool. Is it ok to report here if I find more pages with outdated information?


Josh started doing this actually. However, it's kind of not working because I gobbled up all of the good first issues since they were so easy and I want ENIGMA to work well. I can't help it so much I tend to be a bit of a busy body, but I will continue trying to identify good first issues and labeling them.
Didn't know of that, awesome.

I'm not so sure, I'm just going by the origin of the term. The origin was an executable, called the runner, which contained the interpreter/VM, which would be simply file copied and have your games assets appended to it in the data section. I suppose I should refer to it as VM now, though its behavior in modern GMS is not really that different from that in the classic GM.
Yeah, these days the normal build mode compiles your project into bytecode and it runs it inside a VM. It's much faster than GM8.1, but much slower than YYC.

5
General ENIGMA / Re: Roadmap?
« on: June 12, 2019, 10:40:58 AM »
It depends on exactly what you mean. We've actually stuck to documenting things here on our Wiki, which is more powerful, rather than doing so on the actual projects. We tend to only document exceptional things in the actual repos. Though, JDI is completely doxy commented. The Wiki is basically our version of the GM manual, but can also go into advanced topics that the typical user never needs to read. This line is drawn between "Getting Started"/"Documentation" and "Development Contribution".
https://enigma-dev.org/docs/Wiki/Main_Page
I meant things like having that roadmap put somewhere like a ROADMAP.md inside the repository or something like that.
My issue with the wiki is that information there seems to me outdated. The ENIGMA:ToDo page was last edited in 2013.

I feel the repo could contain the updated roadmap and a short/mid-term To Do (for things we would attempt to get done sooner). Some issues could be labeled as good "first issues" for those who want to contribute. Perhaps a CONTRIBUTING.md file saying how and where people could help.
The RadialGM README could make the alpha state of it more clear to anyone passing by.
Mainly these kind of things.

Well, hold your horses there buckaroo, we don't actually have an interpreter. There are actually other projects attempting to build an open source GM runner, but the ENIGMA project is closer to what YoYoCompiler does (and was also invented earlier; ENIGMA compiler was started in 2007). We take your GML/EDL and convert it to C++, then compile it and link it to our engine also written in C++. There are actually use cases for a runner, even if you compile, that's why YoYo kept their runner even after creating the YYC. A runner is better for... well.... running the game quickly. If you are developing in a hurry, you don't care so much what the runtime performance is, you just want to launch the game quickly to see if your code changes worked. A runner launches quicker because it doesn't go through compiling the whole game and optimizing it. Compiling your game is better for releases because it will optimize the game and make it run faster, which makes something like ENIGMA or YYC better for releasing games.
Sorry for not wording myself correctly. I meant the engine itself. I believe YYG uses the term "runner" for the actual engine nowadays, and calls the interpreted mode "VM".

6
General ENIGMA / Re: Roadmap?
« on: June 12, 2019, 12:04:35 AM »
Thanks for everyone's answers.
Goombert, are you welcoming pull requests to put documentation on each of those projects' repo? I'd like to contribute that way, if possible. Thanks for posting an updated roadmap. I think it makes it easier for everyone else to work towards those goals.
I do agree with daz. The runner works pretty well as it is (at least in my experience). 99% of the issues I had were caused by the IDE or by the lack of language features.

7
General ENIGMA / Roadmap?
« on: June 10, 2019, 12:45:40 PM »
I was wondering if we have a roadmap or any future milestone for ENIGMA.
Someone once said the future of the project was enigma+emake+RadialGM. How is each of those projects going? At what state do we want them to be in 6 months for now?
Thanks in advance.

8
General ENIGMA / Re: Making love to the project
« on: May 03, 2019, 09:53:31 PM »
Please tell me you are not talking about YellowAfterlife...

Ya, I convinced YAL to contribute something and yet he also lists me as the cause for him leaving (For making a joke about quitting his job to contribute more.) Also, Josh has claims I scared him off despite him being openly emo past few months. Josh also claims I've scared off other developers but honestly any devs that left, left due to lack of progress from Josh. Even though I fight w/ Robert and TKG they still contribute. The have a false narrative of me being poking fun at people is scaring away devs but in reality, our good devs all left due to lack of contributions from Josh. Yes I like to poke fun and be abrasive but I've always been far more helpful and forthright in trying to help people contribute than any of the people who casted me out.

TKG and I fought like dogs and cats but even he'd admit I still answered any technical questions he had even in the face of him being a complete asshat who refused to listen.

That's just... very unfortunate. That's the best I can say.
YAL's relevance for the whole community around Game Maker cannot be understated. He has built a lot of cool stuff (many of them free software). Most notable ones are GMLive (a fully functional GML interpreter that allowed you to live edit your code), and sfGML (a Haxe->GML compiler that allows you to use high level language features with GM projects). I can't think of anyone better from GM community that could join ENIGMA, not even former programmers from YoYoGames.

Well, what's done it's done. Hope you sort things out with other members and you all can get out of this without hard feelings for each other.

9
General ENIGMA / Re: Making love to the project
« on: May 03, 2019, 08:08:46 PM »
That's unfortunate to hear. Your contributions so far are appreciated, and I wish you good luck on any future projects you engage with (or start by your own). I also hope you improve your soft skills, so that this kind of clash doesn't happen again.
I respectfully disagree with Darkstar2 instance, though. I don't see this as a free speech issue - people aren't making you unable to talk, or attempting to censor what you say. You're completely free to write your thoughts to a blog of your own, or publish them on social media as you desire. Your patches to ENIGMA (I assume) won't be rejected neither. However, it seems that your behavior clashed with the rest of the team. This feels more like they are showing you the way out because they couldn't stand it anymore.
Disclaimer: I don't use any of the chat channels for ENIGMA. I've seen posts by you here that came off as rude (to me) - I'm assuming the others are talking about that.

This is actually about a skilled and talented coder, who's also respected among GameMaker users, sending pull requests to ENIGMA only for fundies to annoy that person off.
Please tell me you are not talking about YellowAfterlife...

10
Announcements / Re: New LateralGM Stability Releases
« on: April 28, 2019, 03:12:36 PM »
We never had time to finish them honestly. Nobody has had enough interest in the IDE/resource extensions to make it a priority. Anybody is welcome to pick up this task if you are a Java coder/want to contribute to LateralGM. However, getting them into ENIGMA will be even harder because there's no communication interface yet and it will be a binary compatibility break to add them (but not to add them to the protos, hence one of the reasons the new interface is protocol buffer based).
Any chance for GM extensions that only use GML? They are essentially scripts.
This is known and happens to me testing on different platforms. We use a custom JoshEdit (by Josh) code editing component in LateralGM since 1.8.2. I tried to improve this in the upstream JoshEdit project, but it still exists mostly under OpenJDK. So I'd mainly just ask if you were running under OpenJDK when this happened. I have less problems with it doing this under Oracle JDK.
https://github.com/JoshDreamland/JoshEdit/issues/51
Yes, I was using OpenJDK.
That's actually already our plan, to support macros like GMS. We likely won't change LateralGM though since it's just a free GM editor. We're building our own IDE, RGM, where we're more likely to have it done this way.
I see. Just to make it clear, constants are hold in the .gmx project file in GMS1. GMEdit parses it and show a code editor, and put the values in their correct places when you save it.

2. Any chance we gonna get live reloading of resources modified outside of LateralGM?
Possibly, but I want to see LGM become even more stable first. It all depends on whether we have time to do it. But I have accepted an issue requesting it on GitHub. It's honestly not that much work to get it done.
https://github.com/IsmAvatar/LateralGM/issues/341
Cool, hopefully someone picks this up.

11
Announcements / Re: New LateralGM Stability Releases
« on: April 24, 2019, 12:55:10 PM »
I'm pretty happy about this, as LateralGM could be made pretty usable with just a few quality of life changes.
A few questions:
1. Are GameMaker extensions supposed to load? I tried loading a project that has an extension, and it didn't show up in the resource tree.
2. Often, the '|' doesn't appear at all in code editors, any idea on the cause of this?

And some suggestions:
1. Allow editing macros/constants the same way we edit scripts. Just open a text editor where you can write "CONS value". This is how GMEdit does it and works wonderfully. I really recommend you guys check it, makes editing bigger GM projects much more bearable.
2. Any chance we gonna get live reloading of resources modified outside of LateralGM?  :ohdear:

Thanks for the update.

12
General ENIGMA / GML updates for 2019
« on: April 09, 2019, 07:48:39 AM »
YoYo Games made a blog post to announce updates to GML, which are expected to land before the end of the year.
Thoughts on this? I believe much of it could be useful for EDL. Some of the comments in the forums might contain helpful insights too.

13
General ENIGMA / Re: Suggestion: create "team" profile in LiberaPay
« on: April 04, 2019, 05:28:33 AM »
Goombert, don't forget that you actually have to set up at least a payment method in order to receive pledges.  :P

Also would like to add my 2 cents (no pun intended  :D)   First, it would be nice to actually see on the page how many pledges received and amount.  The amounts table are tiny, and I doubt that anybody will pledge the top tier $100 a week one - so it takes quite a lot of contributors to be worthy IMO and would only work with volume, otherwise how could a few people contributing cents a week help this project ?   Some big projects online manage to raise tens of thousands of $, but the projects are on a much bigger scale.

It would encourage more potential contributors if they knew that others are contributing as well.

As far as payment method, PayPal should be a minimum, as this is what most people use.
Adding to this, I believe the LiberaPay page might be good for discoverability. It might be better to make an "ENIGMA" organization profile instead. See these: https://liberapay.com/explore/organizations

14
Announcements / Re: Reinterpreting EDL 2.0
« on: April 04, 2019, 05:25:41 AM »
Always good to see progress with the development. I couldn't quite grasp what will be the differences for the end user, though.
Either way, gambatte!

15
General ENIGMA / Re: Suggestion: create "team" profile in LiberaPay
« on: March 28, 2019, 11:51:52 AM »
That's pretty nice to hear. Wish you the best.

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