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Messages - Josh @ Dreamland

Announcements / Re: Judgement Day Update
« on: May 21, 2011, 06:09:01 PM »
WHEW, THAT WAS AWESOME. I plundered so many empty houses. It's surprising how quiet my post-rapture neighborhood is.

Anyway, now that I've gotten my kicks, for those of you who are like me and have survived the rapture without falling into brimstone, I could use some insight into the behavior of ENIGMA on non-linux platforms. Since TGMG has apparently ascended, I have resumed work on his Android port (there wasn't much left to do). However, we need to find a replacement for Ism, who has either completed her penance and ascended with TGMG or has fallen into brimstone, as mentioned (I am out of contact with her either way). So, if any Java programmers would like to enlist, do drop me a line here or on the IRC.

Issues Help Desk / Re: Android anyone?
« on: May 20, 2011, 02:05:58 AM »
Might be a hold on that. TGMG and I are playing tag as far as him needing something and me either telling him what to change or implementing it goes. In the last day, I finally got around to totally redoing the object file system. Object code is now stored in .eobjs/CurrentPlatform/TargetPlatform/Run instead of just .eobjs_Run. I'll be making more such changes later to accommodate Windows widgets.

Just hang in there. ENIGMA will be compiling for Android in no time. (Out of the box, I mean).

Issues Help Desk / Re: Loading Error: Cannot Open My Game!
« on: May 20, 2011, 01:59:15 AM »

...Anyway, GM does that a lot. That's why we're working on our own format for ENIGMA.
Just search around for Game Maker decompiler. Really, they're everywhere. That will turn your EXE back.
Also, don't any of the .gb1 files work?

Note that you can -not- turn an ENIGMA exe back into a GMK. Assuming you used Game Maker to edit the game and produce the exe, there are plenty of decompilers out there for the job.

Issues Help Desk / Re: Android anyone?
« on: May 16, 2011, 09:59:23 AM »
Oh, quit teasing him.

Open Compilers/YOURPLATFORM/ and make a copy of the file in Compilers/MacOSX/gcc.ey there. Then just change this line:
Target-platform: MacOSX
To say Android instead, like so:
Target-platform: Android

You will also need to change this line:
resources: $exe

But I'm not sure where TGMG wants the resources written, so I can't help you with that part.

It should work if you've set everything else up right. If you get the resource location wrong, it just won't be able to load them, and you'll have to use simpler drawing functions until TGMG does something about it. :P

HaRRi: That's because the offsets I calculate in the texture are relative to the baseline rather than to the bottommost point on any glyph or the topmost. You are simply adding the height of the glyph to the supplied "y" coordinate of draw_text. You should instead be adding the difference between the topmost point of the tallest glyph and the baseline.

I will add a calculation for the aforementioned value, which you will use to offset the supplied "y".

IsmAvatar: No further action is required of you.

Issues Help Desk / Re: Help with GM's instance ID system
« on: May 08, 2011, 11:15:26 AM »

Issues Help Desk / Re: Unable to Run (me too)
« on: May 04, 2011, 08:42:58 PM »
You are using the repo marked "Stable," right, Fred?

Proposals / Re: EGM format: Allow resources in other folders?
« on: May 03, 2011, 01:20:02 PM »

Proposals / Re: EGM format: Allow resources in other folders?
« on: May 03, 2011, 12:53:20 PM »
It'd default to the correct folder, Luis. :P

Proposals / Re: EGM format: Allow resources in other folders?
« on: May 02, 2011, 08:54:41 PM »
By "reference by folder and by resource", I meant that our "References" folder would be able to include a reference to a Resource or to an entire folder of Resources, meaning that when resources were added to or removed from the referenced folder, the referenced version would reflect such.

Proposals / Re: Object grouping
« on: May 02, 2011, 08:45:04 PM »
RetroX: We will be using ey. The spec mentions INI because we want it relatable.

Proposals / Re: EGM format: Allow resources in other folders?
« on: May 02, 2011, 03:11:31 PM »
Are you opposed to keeping a miscellanea folder under the tree that contains all types of resources by reference?
This would solve all our problems without hurting the format's integrity (or making it a magic trick to assess).
It'd also make our mass-(ex/)import resource functions look more deliberate and driven.
Allowing reference by folder and by resource would kick ass.

Then I could just be like, resources_free("Brinstar"), resources_load("Crateria");

Proposals / Re: EGM format: Allow resources in other folders?
« on: May 02, 2011, 02:50:38 PM »
I won't vote, but HaRRi's thoughts are my initilal thoughts exactly. However, I think we should consider the changes to the format and to the future first.

I think we'll all agree that allowing it would overcomplicate our format in one way or another, but that doing so is acceptable so long as it provides a useful advantage. The issue is, it may in fact deprive us of an advantage.

The use case HaRRi mentioned is nice, but I'm thinking that a right-click context feature to locate dependencies elsewhere in the tree would supplement it in most cases. What the change in scheme could take from us is a plan I had for resource management.

I mentioned in another thread that I had plans to allow storing resources externally, and loading/freeing them by tree directory name. How does that fit into this new hierarchy?  Would we still offer the functions, but allow specifying the entire resource directory? Would we use a reference system that enabled it to be referenced by the correct base node? This needs to be considered before we make any decisions on the matter.

Proposals / Re: ENIGMA Game Format
« on: April 27, 2011, 12:23:16 AM »
Or, say, a layered PNG? Most of the reasoning behind the PNG spec is how extensible it is. We could easily invest in a reader-friendly way to animate PNG.

Announcements / Re: Wiki down
« on: April 27, 2011, 12:21:31 AM »
Also, Design Mode is almost ready to go.