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Messages - Josh @ Dreamland

Function Peer Review / Re: Brainstorming
« on: April 05, 2010, 01:10:02 PM »
R1 used templates for parameters for a while. I thought it was a great idea at the time, praised Dylan for it... It's a terrible idea in retrospect.

Off-Topic / Re: where to learn C++
« on: April 05, 2010, 01:05:17 PM »
"It's that has a terrible way of explaining them."
This is what I was thinking. Hopefully using them in ENIGMA breaks down the disoriented feeling you get when working with C++ for the first time. This way, you don't have to cope with the loss of knowledge of all the language's functions.

Announcements / Re: Anaphase
« on: April 05, 2010, 08:42:04 AM »
Thanks for understanding, guys. Does mean a lot.
freezway: I promise. :P

Announcements / Re: Anaphase
« on: April 04, 2010, 11:37:08 PM »
I believe you're right that the iPhone is some sort of Unix. If nothing else, I know C++ is an option on it. If the iPhone has its own GCC, porting will be basically effortless. However, acquiring the API will be tedious for not only me, but users. Apple requires licenses and multiple-hundred-megabyte downloads to develop anything.

Too much work to port? Nah. To acquire? Possibly. It is something I would like to see happen. I'd say the odds are better than XBox 360, but I lack the info to make an educated guess on how that will turn out.

None of the UI tricks from R3 work. I'm unsure of with() and (a).b's standings following this last edit. What does work is finding the GCC, parsing the ENIGMA engine (this is the HUGE accomplishment of R4) parsing... local? Seems to work now; conducting further testing as we speak. Collision system is a no until it stops being "barf." Ism's status is "I can't really think right now. Ask me again tomorrow or something," meaning successful output redirection (as in R4) is not happening tonight. I have been putting off projects and homework for the last week working, so I need to allocate three hours or so tomorrow to the cause. Compiling a basic game has worked off and on as I made fundamental changes in structure for the sake of organization and faster compile. Organization is in preparation for more easily replaced systems (particularly the window system, which will change constantly from platform to platform). Distinguishing that version works, thanks to locating the GCC (which also works, as mentioned above).

Oh Josh, how will files and such work? I am eagerly learning C++. Will I be able to see the output files? I'm sure it will look like shit due to parsing taking out syntax tabbing but I'll live. Is this a possibility; seeing the C++ before it compiles?
You can look at all the object code you want by going to the Preprocessor_Environment_Editable/ folder and looking at the sources therein. You'll want IDE_EDIT_object*.cpp. The code will be missing comments from the original GML, but will be decently well-structured and possible auto-commented.

Also, I don't know C++ very well, but I think I heard you can compile sort of "engines" into lib files I think. Could we possibly make a lib for the collision system to cut compile time? I'm sorry if I got this completely wrong, as I said I'm a damn n00b with C++.
Presently the majority of the engine is left in unlinked object files to save time. Linking them into one big engine file could possibly save more time, and has been a consideration for some time. I have no figures. But yes, that's a good idea and is worth looking into.

Announcements / Re: Anaphase
« on: April 04, 2010, 10:41:23 PM »
I'm trying, I'm trying. I really am. But every time I make some kind of progress with ENIGMA, the Java end is one step further behind. At present we can't even display compiler output, so if we don't get it corrected, users will have to run the jar from the terminal every time, and that's really annoying. (At least to me.)

Plus, I'd then have to convey that to everyone.
All syntax check output is also terminal-only; Ism is going to add a status bar, but I don't know when...

I've been doing my own debugging and am still finding enough small problems to not justify asking anyone else for them. Really, I'm better off waiting, I've decided... It pains me to do so, especially after how promising it looked even hours ago, but I keep just assuming that all the communication and such will just go smoothly one of these revisions. Luda calls me a relentless optimist.

In the last five days, ENIGMA's revision cound has approximately doubled. We have gone through more than 50 of them; each time I commit something, Ism adds something, and vice-versa. It's a seemingly never-ending cycle; the good news is that it means progress every iteration.

Those who check out the SVN repo can probably compile themselves a working version, and in fact, would probably be better off. I've not recently checked for what files are missing, but will probably do that shortly. If all the files are there, it will work. If some are missing or out of date, the compile may fail, or the project may just not work without warning. That's what we're looking at right now until we can get some real ground laid.

Luda describes the current state of Colligma as vomit, or something like that I think his wording contained "barf." Needless to say, it's not exactly plug-and-play material.

Really, I'm hoping serp will step back in and just do something I'm afraid to; like release a program that can't convey its own syntax check information.

Off-Topic / Re: where to learn C++
« on: April 04, 2010, 02:30:19 PM »
Perfect. You can read over the pointers section of my ENIGMA manual and tell me how to improve. Your questions will fuel its revisions process.

I'll include it with the release.

Announcements / Re: Anaphase
« on: April 04, 2010, 02:10:10 PM »
Indeed, I am on Ubuntu.
Ism is also presently on Ubuntu.
I run 9.04, Ism 9.10.

I've not seen Luda today. Easter festivities are underway here, presumably where Luda is, too. Happy Easter, everyone. A lot of trinkets hinge on further teamwork, but I can at least give you all something that compiles under the new system to promote development.

Something will be released today. What all it can do... I can't presently determine.

Announcements / Re: Anaphase
« on: April 04, 2010, 12:09:41 AM »
That will be epic in sufficient proportions. ^_^

Announcements / Re: Anaphase
« on: April 03, 2010, 11:14:31 PM »
On Easter, you mean?
Can strive for.

Announcements / Re: Anaphase
« on: April 03, 2010, 10:09:43 PM »
I'm typing from my Linux box now. Works exactly as well on Linux as on Windows. I word it that way because this isn't my standard of "working" on either platform. Ism is adding a status bar to display line number and syntax error string... I offered to recode a textbox for her if she got this ready for release. I'm not sure when to stop adding features and just release the thing... I wanted the UI to be comfortable at least...

I'm torn. I met my date to the best of my ability, and the Java-C++ communication is still in pieces. So I figure I'll just sit here asking what to do while I work. XD

Announcements / Re: Anaphase
« on: April 03, 2010, 10:02:10 PM »
Sweet Christmas, yes. I couldn't even conceive otherwise with a clean conscience. That function ruins EVERYTHING.

-Syntax check fails to report the error, but completes successfully.
-Output redirection is still a no-go.
Should I release?

Announcements / Re: Anaphase
« on: April 03, 2010, 09:14:11 PM »
Indeed. We tried making the syntax checker free of R3's file-pass method. It looked like this:

Checkpoint 1. Script count 85858264, address 0x51e1b98
  Script 0 is named
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

's a pretty long script name.

Announcements / Re: Anaphase
« on: April 03, 2010, 08:41:26 PM »
Depending on execute_string, that may be a distinct possibility. This is still the "hard part." After this, it should be smooth sailing. Of course, alternative collision engines will give just as much hassle, minus the fact that they will be done. >_<
I don't blame luda; he didn't have near enough time. But this is dragsome. I think I'll put a cap on what I'm doing and release something small...

Announcements / Re: Anaphase
« on: April 03, 2010, 01:54:41 PM »
Through effort and patience, mostly on my uncle's part, my Linux box is back up and running.
ENIGMA R4 should be ready for Windows and Linux upon its release.

-Fixed local and global's behavior when treated as an integer rather than a keyword

Announcements / Re: Anaphase
« on: April 03, 2010, 08:09:48 AM »
Thanks for understanding. Was hoping you wouldn't get mad. ^_^"
I just think we've a lot to gain if we wait on a couple more features that will make all the difference. I've not yet seen Luda or Ism, so I'll be working to improve the engine. I'll post small things I do here.

- Modified code that prints each object's constructor in such a way that object_set_sprite() will minutely lower efficiency, but will integrate smoothly. Sprite indexes are hard-coded into the constructor if object_set_sprite() is never called.