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Messages - Josh @ Dreamland

Off-Topic / Re: Hey! I'm new!
« on: December 27, 2011, 03:00:46 PM »
*cocks gun*

Issues Help Desk / Re: Error: multiple definition of
« on: December 27, 2011, 10:45:10 AM »
It doesn't matter if you guard it if you are including the header from two source files.
Don't declare globals in headers, except with extern.
Don't implement functions in headers unless they are static and/or inline.

To expand on what has been said, all C++ functions are game in ENIGMA provided you include them from Definitions, which IsmAvatar will be adding to the resource tree as an instantiable resource shortly. EDL is very similar to C++, but you must configure some settings to use otherwise ambiguous operators (such as ++). Currently, the string behavior setting is broken.

Instances are not freed immediately; their iterators are unlinked and any open iterators are updated to be kept valid. The instance is then added to a set for deletion at the end of the step. This way, you can do asinine garbage like with (a) { instance_destroy(); instance_create(x,y,obj_explosion); } without tripping any access violations.

The new parser I am working on will correctly integrate the new C++ syntax features. Presently, member access is limited due to the dynamic nature of GML, and ternary expressions can often cause compile error if you mix types in them (expression? var : int gives an ambiguous cast error, because var can cast to int as well as construct from int).

Announcements / Re: Merry Christmas!
« on: December 26, 2011, 09:16:00 AM »

Announcements / Re: Merry Christmas!
« on: December 25, 2011, 06:29:48 PM »
Same difference.

Announcements / Merry Christmas!
« on: December 25, 2011, 01:05:50 PM »
Just posting to wish everyone a merry Christmas and whatnot.

I've not seen Ism in a few days, but polygone and HaRRi are working on this and that, and I've committed the first revision of my new C parser. Forgoing future holiday distractions, I should be done with it in the very near future; possibly before this year is over.

Not sure about you people, but I have things to celebrate and family to visit.

Cheers, of the Christmas variety.

Issues Help Desk / Re: move_bounce_help
« on: December 24, 2011, 01:33:34 AM »
Fede, shoo!

Anyway, jjtyler. People were griping at me the other day to do polygon-based collisions. I take it that's your vote?

Issues Help Desk / Re: Android anyone?
« on: December 23, 2011, 09:36:51 AM »
Sorry. I was unaware XCode used a Windows-like resource system. I usually just tack resources onto the end of the game file like Mark does; it beats the hell out of asking Windows for it.

Announcements / Ludum Dare 22
« on: December 19, 2011, 12:52:43 PM »
So, the next Ludum Dare has come and gone. ENIGMA's entrants have nearly doubled this round, increasing from two last time to a whopping three.

DeadlyFugu's ToastCat (Which is not a total nyan-cat ripoff).
Dazappa's The Last Leech.
My own OH COME ON.

Rusky also entered, but his game is in GMHTML5 and it blows (Also, I don't have a link to it and am too lazy to ask).

This was another huge learning experience for myself. I have a laundry list of about 15 bugs to deal with, right after I get the build system more operational.


Announcements / Re: Documentation
« on: December 17, 2011, 09:27:01 AM »
Very nice! We've been talking about how we need someone that can put up with PHP again. :P

Function Peer Review / Re: sprite_create_from_surface
« on: December 17, 2011, 09:19:27 AM »
> What you do in spriteinit (the code that does the initial sprite loading) is that you go trough all sprites, call sprite_new_empty, and then for every subimage you do sprite_set_subimage, that's it. No additional allocating.

>So it works and should work just fine, but for some reason it works only for like 4 times.

The allocation for the initial sprite count is done in the sprite initialization code. Room for all included sprites is allocated, and the array is zeroed.

> I know this, and the only explanation I could think why my code doesn't work is that when I bind surface then I have to flip the projection again.

If rendering to surfaces work as they are, don't flip them. Otherwise, by all means.

Function Peer Review / Re: sprite_create_from_surface
« on: December 16, 2011, 08:19:41 PM »
We don't use PNG, we just zlib raw pixel data.

Anyway, that function of yours shouldn't work at all. The sprite_new_empty function doesn't do spritestructarray allocation; it just allocates a new sprite and assigns it to the existing array. I haven't added one that does all allocation.

Bitmap pixels are stored upside-down in the specification. The screen projection is already flipped vertically.

Issues Help Desk / Re: Installation Woes
« on: December 16, 2011, 07:57:12 PM »
> Why is MiniGW requiring a workaround install, shouldn't this be fixed by now?
Unfortunately, we don't maintain the MinGW installer. Something is busted with it, and we haven't heard from the MinGW team on either of our bug reports.

> Can someone give me a reliable way to cleanly install Engima?
Without the automated MinGW installer, anything we rigged up would be a big hack. As far as distributing pre-built binaries, we may do this in the future, but with the engine and compiler changing as often as they do in this phase of development, it would prove to be a lot of hassle.

> Whats the deal with makefile and compiling, is this even a legitimate working feature or is it just completely sloshed and un-usable?
Compiling the engine is 100% necessary; it is how games are built. Hence, we decided to compile the engine on the user's side as well. This way, updates are seamless (provided, of course, it works in the first place).

That said, without knowing what is being printed to the console, I can't tell you for sure if the compilation is working or not. As HaRRi said, you should not need to edit the makefiles; they are designed to work on all platforms without modification. Compilation does take its toll on the processor, so it's not out of the question that your fan would be hauling for anywhere between a minute and five, depending on how old your computer is. If you don't think you've given it enough time to finish, give that a run, otherwise just paste some of the terminal output here and we'll tell you what's going on.


Off-Topic / Re: Hey! I'm new!
« on: December 15, 2011, 08:52:19 AM »
Crap, missed one.

Announcements / Re: Documentation
« on: December 13, 2011, 04:46:35 PM »
You and fucking IsmAvatar, polygone, always feeling the need to overcomplicate something simple.

Anyway, DarkAceZ, I'm not really worried about bots getting in. That captcha in the registration page was designed to keep out bots and sweat-shop captcha-filling humans (since they wouldn't be sent the agreement text to search for our names). It's done a pretty fantastic job thus far.

It's good to know that people are looking for that as well.