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Messages - Josh @ Dreamland

1231
Announcements / Re: ENIGMA forums are dead again
« on: September 27, 2011, 10:24:49 AM »
Game_Boy: ENIGMA works. It just doesn't do all of Game Maker.
Even in its current state it provides everything needed to implement the remaining GM functionality. I just assumed there would be more interest in aiding the project's development than there has actually ever proven to be.

Anyway, I haven't started recoding the parser yet, and may not for a while, as our present system has proven sufficient. It's also a large commitment to switch to Clang. In the meantime I've been correcting some bugs.

1232
Issues Help Desk / Re: Fails To Compile C++ Level
« on: September 27, 2011, 10:18:59 AM »
I can't tell what platform you're on. But the solution is to install AL or disable audio.

sudo apt-get install libopenal-dev

1233
Proposals / Re: HTML5 exporter
« on: September 27, 2011, 10:14:19 AM »
Oh, no, C++ is still the source of all power in the universe. It's just nice that C++ can be used to grant some of its might and power to JavaScript through engines such as V8 and Rhino.

Anyway, I've already started a JS/HTML5 exporter. I haven't touched it in a while, but I'll probably revisit it shortly. TGMG forked it and started adding functions, you see, and I haven't gotten back into it since I merged in his fork.

1234
Announcements / Re: ENIGMA forums are dead again
« on: September 24, 2011, 08:31:15 PM »
Ah, luis. You have no idea just how right you are. Only this time, it's different. This time, Rusky has won me over. The parser will be redone using recursive descent taking input from Clang on available types and functions. If I succeed in its rewrite.

Also, as I stated in one other topic, I began work on an HTML5 version of ENIGMA. It lost my attention within a week, though, as I had to move into a new apartment for classes this quarter.

I should say that this is done only after careful consideration, weighing the overhead from clang against the benefit of a reliable coercer. Besides, having the experience of writing ENIGMA once or twice under my belt, I should be able to do it without much problem provided only that Clang's API is sufficient.

And no, this is not a joke.

1235
Issues Help Desk / Re: Fails to Compile Stand-Alone Executable
« on: September 05, 2011, 10:17:55 PM »
Very well; spec2 it is, but it'll have to wait until EGM is done.

I'm moving out tomorrow. No ETA on my side.

1236
Issues Help Desk / Re: Fails to Compile Stand-Alone Executable
« on: September 05, 2011, 05:17:08 PM »
Compile should be working. I used it to build my Ludum Dare entry. But dazappa reported that he just dug the exe out of the temp files. It's uncanny, really...

But hey, with what other platform than Windows can you get something working on one machine, then successfully build a non-working version on another?

1237
Issues Help Desk / Re: Fails to Compile Stand-Alone Executable
« on: September 04, 2011, 10:44:20 AM »
It shouldn't. If an image has an alpha channel, Ism passes it to me. Otherwise, she creates one for it based on the transparent pixel color. I get RGBA data every time all the same.

I'm not sure why removing a blank code would cause it to fail to add resources... GCC returned okay, and none of the resources I add are changed...

1238
Issues Help Desk / Re: Fails to Compile Stand-Alone Executable
« on: September 04, 2011, 09:59:20 AM »
Game Maker (and thus ENIGMA) automatically draw the instance's sprite, which requires looking up its origin. This is odd, though. First, it shouldn't be reporting any errors at all. Second, I don't know why it would be doing so for sprite0 if it doesn't exist. Is sprite0 in fact empty?

1239
Proposals / Re: Editing Events Inside LGM
« on: September 04, 2011, 09:56:23 AM »
Then we blast them?

1240
Issues Help Desk / Re: Text Cutting Off
« on: September 04, 2011, 09:55:05 AM »
God Fucking Dammit.

1241
Proposals / Re: Editing Events Inside LGM
« on: September 03, 2011, 02:37:54 PM »
Ladies and gentlemen, I suggest that polygone is a nut.
Maybe EGM could include its own local copy of events.res. That would make confusion practically impossible and possibilities endless, but I'm not sure how it'd fit into our port scheme.

1242
Issues Help Desk / Re: G++ compiler not found
« on: September 03, 2011, 08:47:01 AM »
Catch the Clown probably uses ++. EGM will be done soon; in the meantime, you'll have to toggle it on in settings each time.

1243
Issues Help Desk / Re: G++ compiler not found
« on: September 01, 2011, 11:14:28 PM »
That message indicates to me that if you have a MinGW installed, it isn't in your PATH and it's not in C:\MinGW.

If both of those are true, then there is NO way whatsoever that ENIGMA can interfere with it, as ENIGMA only copies files to C:\MinGW, it does not change the system PATH (You can tell because it does not require administrative privileges to run).

Instead, ENIGMA creates its own personal, temporary, isolated environment in which to run its executables, which it invokes explicitly by path. The system was set up specifically to avoid interference in either direction from other compilers.

That said, software is software, so I still can't make guarantees. I just want to convey that I've taken every foreseeable precaution to prevent that from happening.

1244
Function Peer Review / Re: GM's Data Structures
« on: September 01, 2011, 11:09:21 PM »
Actually, you don't need the <variant>. You can use vector, vector<>, or vector<variant>; they're all the same.

But I can see how functions, technically using no types, could be easier for the GM crowd to understand. Even if they're far too verbose for the rest of us.

I will keep that in mind, though, plague.

1245
Issues Help Desk / Re: [Solved]Installation Failure
« on: September 01, 2011, 11:08:08 PM »
Whew.

It's hard running a project like this when you depend on so many other projects that can go wrong. I'm glad it's finally over. XD