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Messages - Josh @ Dreamland

1636
Function Peer Review / Re: move_towards_point + move_snap
« on: October 25, 2010, 11:44:41 AM »
In fact, I must be smoking something.
#define motion_set(newdirection,newspeed) (direction=(newdirection), speed=(newspeed))

1637
Function Peer Review / Re: move_towards_point + move_snap
« on: October 25, 2010, 08:01:42 AM »
Ouch, TGMG.

Never do this:
#define motion_set(newdirection,newspeed) direction=(newdirection); speed=newspeed;

Use this:
#define motion_set(newdirection,newspeed) direction=(newdirection), speed=newspeed;
or this:
#define motion_set(newdirection,newspeed) { direction=(newdirection); speed=newspeed; }

Otherwise...
with (all) motion_set(...)...

1638
Issues Help Desk / Re: Can't compile anymore? Whats up with that?
« on: October 24, 2010, 09:21:08 PM »
Wonder how I overlooked that.

1639
Issues Help Desk / Re: Can't compile anymore? Whats up with that?
« on: October 24, 2010, 04:52:01 PM »
How did you install it? Did you use mingw-get?

1640
Issues Help Desk / Re: Can't compile anymore? Whats up with that?
« on: October 24, 2010, 08:59:44 AM »
I have never had luck using the MinGW that comes with Code::Blocks. I have no idea why. It doesn't seem much older than the one that comes with ENIGMA... I was thinking they specialized it just for use with their IDE.

Can you do me a favor, though? I need to modify ENIGMA.exe to make calls to MinGW's latest installer application, mingw-get. It's like apt-get, but for MinGW (Implying for Windows). Using mingw-get, I believe we can install all of GCC via calls to better_system() (already in the ENIGMA.exe source). I will get to this soon enough, but if you would like to give it a shot, be my guest. It should be as simple as calling better_system("C:\\mingw-get","install gcc"); (after actually copying mingw-get.exe to C:\MinGW, of course).

We'd then do the same for "install g++", "install make", "install gdb"... at which point, ENIGMA would have a full-fledged development suite at its disposal.

Also, thank you for that info page. I'll look it over and make any necessary changes.

1641
Proposals / Re: Decrease Code Size?
« on: October 23, 2010, 06:26:36 PM »
Too lazy.

1642
Proposals / Re: Decrease Code Size?
« on: October 23, 2010, 05:49:48 PM »
A five megabyte game is one megabyte too big. Until ENIGMA outputs smaller exes. Then it'll be like, 1.5 too big.

1643
Proposals / Re: Decrease Code Size?
« on: October 21, 2010, 05:22:09 PM »
Like I said, I won't personally be fucking with it. But if Ism has nothing to do one day...

1644
General ENIGMA / Re: Marketing Enigma
« on: October 21, 2010, 05:21:11 PM »
ENIGMA is free as in speech. But yes, we call it free and open source.

1645
General ENIGMA / Re: Marketing Enigma
« on: October 20, 2010, 09:24:08 PM »
I think just three groups would be fine. The hope is that veterans are smart enough and humble enough to choose "veteran" over "advanced", which would mention C++ in its description. If not, ENIGMA's no the GMC, yes: they'll realize really fast they have the wrong board.

1646
General ENIGMA / Re: Marketing Enigma
« on: October 20, 2010, 08:48:47 PM »
Quote
Thanks for the response Josh, I figured you would have thought about most of these points already. I was prompted to make this topic because I saw Omega_red saying he posted about Enigma on the u3d forums. As said I think advertising Enigma too early could damage it, timing when Enigma is at the correct stage is an important factor.
Yep. I was thinking the same thing. Every now and again, the same sort of thing happens. Or I/someone say/do something particularly interesting, and we have an influx of fresh meat. They hang around for a while, then bob in and out randomly.

Quote
However once Enigma has full (or near full) support with GM you may find a greater form of advertisement in people posting about it in topics. ... I'm unsure whether the gmc administration may ban these types of posts though.
Yes. I myself used to post games compiled ENIGMA, along with the source, under the premise that it "can't be decompiled, as it was compiled in ENIGMA." I don't promote PMing the intelligent ones, though; that'd be annoying and spamish. The intelligent ones will probably notice and make their judgment on ENIGMA accordingly.

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If a complete beginner stumbles across Enigma and sees it being described with things like "C++", "re-compiled" it is likely to deter them from using the software. Enigma should ultimately be just as easy to use for beginners as GM is however.
Indeed, but this has to be done in phases. We'll never end up in a good place on a search index if we try to appeal to everyone at once. I'm learning that one the hard way. We need to start by raking in as many GM users as we can, then shigting our home page's focus to general game development applications. "Game Maker" has the perfect name for the job, as far as search indexing goes.

Quote
You also have to think about the forum set-up in the same way. Is there going to be a board specifically made just for gml? Because I guarantee if GM users post here for help and members start reeling off C++ to them it will drive them away.
Keen prediction. A while ago, I started writing a CHM documentation similar to GM's, and I decided then and there to divide the users into three groups. Where GM divides them into two (Novices and Advanced users), I will divide them into three (Beginner, Veteran, Advanced/Expert). Beginners will be your typical DND tilers. Veterans will know GML well. Advanced users will know GML really well and have started into C++ features. I may add a fourth group for experts, who have grown comfortable developing with and for ENIGMA in C++.

Quote
how difficult could they make your life if they intentionally changed GM in future versions to try and make it incompatible with Enigma?
They could not. They'd drive away their own userbase. This was one of my first fears in the planning stage. The changes between GM5 and 6 were catastrophic (in magnitude, not in reaction). I don't think they can afford to do it again without a complete change in userbase, as far as I can tell (He couldn't even remove image_single from the spec like he threatened).

Quote
Also as mentioned previously the administration could also decide to take a zero tolerance approach to the mention of Enigma on the gmc, this will largely cut off the ability to reach the average GM user.
I welcome the notion. Sony took a similar approach to *sings* 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0-----------------------*voice trails off*

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Put a little ad at the start of the games made with Enigma (or GM)?
I object.

Quote
should be recommended that they do it in their own way. Not in some stupid, forced way
I'm okay with requesting it, but I won't mandate it. I'd at least like any successful games to tell us they use the engine. That much is common courtesy. But no, I'm not going to mandate any of it.

1647
Off-Topic / Re: Hey guys, thanx.
« on: October 20, 2010, 08:16:52 PM »
Correct. We've been working for a while now on making it easy to implement such ports.

1648
Issues Help Desk / Re: Can someone explain how to use enigma
« on: October 20, 2010, 08:14:30 PM »
14. And yeah, That's quite a lot, especially on top of the GCC info. 'tis one of the few drawbacks to not using a pre-compiled runner. Some day, maybe we'll distribute compressed object code instead of the source, but right now, source is a really nice system.

1649
Proposals / Re: Decrease Code Size?
« on: October 20, 2010, 08:12:22 PM »
I'm way too lazy to do that, but since we keep stable releases under tags/, I find that a viable suggestion. Wait until Ism finishes the YAML and run it by her, because ENIGMAbot handles all tag pushes. It's likely it could remove excessive newlines and whitespace while doing that.

I really like the idea. If Ism refuses, I'll look into it personally.

@Rusky- He was thinking about download time for SVN checkouts. My code is like, 30% removable.

Thought:
This does interfere with licenses. Perhaps we should only strip comments not beginning with /** or containing less than 300 characters.
(habit: )*/

1650
Brett--
You are assuming all power-of-two textures. I see you multiplied tbx and tby by the necessary factor. Those variables, however, are only 1 (meaning the edge of the sprite) when the sprite is a power of two across both dimensions. I proposed such a fix after the check for each against 1, but no one has implemented it, yet.

Also, can you elaborate on a circumstance where doubles would be necessary for X and Y for the sake of accuracy? I'm not sure if a highly zoomed in view would produce such a case or not; can you test that for me? (I realize that many GL demonstrations have axises from -1 to 1, but I am not sure what GM's behavior would be in that case.)

RetroX--
No good reason. Originally I was using floats for x and y, but then I changed to doubles, and now I'm using int. I never updated the code, though, because I was waiting for someone like Brett to justify why they should be doubles.