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Messages - Josh @ Dreamland

2071
The 11th plague of Egypt--
If you install MinGW right to C:\, both ENIGMA and Code::Blocks should detect it. If Code::Blocks doesn't detect it, just reinstall it (Code::Blocks). If it still doesn't detect it, feel free to give up. ENIGMA will be done soon enough.

I don't really "need" new testers, as it seems most of what will break has broken on the three platforms I now have access to, but a "yeah, it works!" is always nice to hear.

2072
Proposals / Re: position_destroy()
« on: April 22, 2010, 01:12:46 PM »
I don't believe it does; and if that's the case, I'm not implementing that in ENIGMA. Functions that are used (especially heavily, which position_destroy may not be) in GM should seek to execute the exact functionality as quickly as possible. No one has made use of a return value for that function; adding one will only slow things down (if not by much). If it were truly useful, though, I'd consider it; I don't see how that's the case when int a = instance_count; position_destroy(); show_message(instance_count - a); is an option.

2073
whenever i use window_set_caption() it  doesn't throw errors.... or do anything....
I used the room_caption variable. My guess is window_set_caption isn't fully implemented or gets overwritten with room_caption.

I try my best to warn people about this; unfortunately it can hardly apply to either of you because you're on Linux.
If it doesn't work in ENIGMA, and you think it should, be sure it works in GM. You are correct that it gets overwritten with room_caption, Ism. This is the behavior of GM, also. The function room_set_caption() is useful only when a script is looping for a long time and needs some way of outputting a percentage.

There's no bug here, and no need for printf(); just use room_caption as people do in GM.

2074
Proposals / Re: position_destroy()
« on: April 21, 2010, 09:31:24 PM »
<_<"

2075
Proposals / Re: position_destroy()
« on: April 21, 2010, 08:10:03 PM »
Now if only that code was more of a function and less of a script. :P

2076
Proposals / Re: position_destroy()
« on: April 21, 2010, 07:07:21 PM »
Now now, retep, he can edit R3 if he likes.
In actuality, neither code is correct. If I recall correctly, position_destroy() operates based on collision, not based solely on a precise position. Meaning that it'd do a collision_point-style test to determine if the instance is to be destroyed.

However, I still appreciate the effort. If more people showed this incentive, ENIGMA would be done in no time.

As far as adding it to R3, you can't; R3's with() isn't set up in such a way that it can work in plain C++ code (R4's may yet be, though). Don't worry, though; as soon as the collision system is in (and the new instance system, for that matter), I will implement this function.

2077
General ENIGMA / Re: ENIGMA on iPhone - Now legally impossible
« on: April 20, 2010, 06:10:34 PM »
I Don't see how a private court would work. The two would have to consent to one, or it wouldn't be fair. You'd need a city court or something.
The entire operative mechanism behind civilized government is surrendering the right to enforce your own rights (actively; you retain the right to  self-defense) to the government, who will then use that authority to protect your rights for you. A private court seems more spontaneous; the poison-pie -baker and -eater would each want a court composed of different people. Who would decide that? You can't leave such to the capitalist (and for that matter, federalist) idea of "ambition to defeat ambition;" that system tends to work mostly on the larger scale.

Just my two cents; I would care to hear an explanation.

2078
Ism:
Seems you set lin-build's compiler to an incorrectly-set-up MinGW, instead of win-build's to a correctly-set-up one. :P
Either way, I'd prefer a new target be made for that, if any is to be made at all... I'd rather keep the C::B project for native compilations.

Cross compiling can be a fickle bitch. It's not so bad for Linux->Windows, but... Either way, that should be handled by ENIGMA and whatever makefile is ultimately called.

2079
Announcements / Re: Things that are broke
« on: April 19, 2010, 10:54:52 PM »
Pause is fine for Windows. The terminal doesn't even open for bash files in Linux, so...

Rusky:
Is there a way to concatenate that variable into a path? "Graphics_Systems/" ## @GRAPHICS ## "/*.cpp" style?
Or, better yet, to include a second makefile from "Graphics_Systems/" ## @GRAPHICS ## "/" to promote easy extensibility?

2080
Announcements / Re: Things that are broke
« on: April 19, 2010, 06:36:43 PM »
"approves everything that comes out of my mouth"
What about the stuff you type?
:troll:

2081
MrJackSparrow2:
Have you recompiled the compiler lately? It's a good idea to do that each time you check out.

Ism:
If every Linux distribution could run the same exe's, apt-get would be a thing of the past.
That's why everything on Linux is either open source or apt-get'd. This is another reason why a makefile would seriously help; one could be distributed along with the C++ source of the game to be built on any platform. Also, ENIGMA's site could eventually make it easy by having a changer script for specific operating systems, like Firefox and Chrome do. "Download now for <your OS here>." Would take some effort for that too, though, on our account and on the intermediary user. :P

2082
Announcements / Re: Things that are broke
« on: April 19, 2010, 09:48:59 AM »
Those are for my parser. When it sees those, it dumps scope information. They can be removed now... Done.

2083
Note that here, "unimplemented" actually implies that it was implemented at some point. :D
...And will hopefully be so once more shortly.

2084
Announcements / Re: Things that are broke
« on: April 18, 2010, 10:02:39 PM »
"Comment-out the debug flags and un-comment the release flags depending on how you want to build it."
Is that what I committed? >_<

2085
Announcements / Re: Things that are broke
« on: April 18, 2010, 07:55:04 PM »
How odd. No, sprites don't work yet, but they shouldn't be segfaulting. That falls on Ism, though; I just iterate the structure by JNA's count.
Right now, not a whole lot is implemented. I removed most of it to make it easier to debug the important underlying components... That said, I should make a new newspost...