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Messages - Josh @ Dreamland

2761
Issues Help Desk / Re: Current Available Functions.
« on: August 14, 2008, 08:17:46 PM »
I finish functions left and right, but it's generally not so ceremonious as to justify opening the thing and marking the function complete.

2762
Issues Help Desk / Re: When can we expect globals, and dll support?
« on: August 13, 2008, 03:07:03 PM »
Globals work in PatchA; I'll see about Dlls soon, but you have to understand how totally awesome these are.

2763
Issues Help Desk / Re: Alternative for room_next()?
« on: August 13, 2008, 03:06:28 PM »
;_;

Hang on for a bit, and if the next thing I do doesn't fix that, Owen should have the uploader in the bug tracker working, so you can use it.

2764
Issues Help Desk / Re: Turning Off Functions?
« on: August 13, 2008, 03:04:20 PM »
That won't work, as sprites are embedded in the game.

I intend to have a workaround involving a file of things to do, which the compiler will read after compiling and before adding sprites. It will allow you to strip, encrypt, or compress the game, so long as it doesn't decompress to a different file at some point.

2765
Issues Help Desk / Re: move_contact_solid()
« on: August 10, 2008, 04:02:47 PM »
Now that colligma is integrated, and hopefully soon to be more stable,  I can rig up the script-free version.

Expect to see that shortly.

2766
General ENIGMA / Re: Discussion of "No subject required"
« on: August 09, 2008, 10:00:26 PM »
It would be 100% up to date, dearies. The enigma plugin is the only thing that actually changes.

2767
Proposals / Re: Linux testing
« on: August 09, 2008, 08:18:11 PM »
That was one of Ism's big booboos. It has to do with the splash screen, somehow.

Linux + Splash Screen + DnD = Fail

They're working on it. That's a big setback...

We'll think of something. In the meantime, ...I don't even know.

2768
Announcements / PatchA
« on: August 09, 2008, 01:39:42 PM »
So I fixed a lot of the surprise errors from yesterday. The important part is that it held up to basics and showed the improvements to the compilation process. There are still improvements to be made regarding the size and speed of compile.

For now, however, you can download a patch which fixes several errors, including object. and global., as well as transparency. There are a few more fixes to be made, but that will be done as we are able.

Also, place_free checks solidity now. LGM may have a problem conveying an object's solidity, so place solid=1; in the create event until that is resolved.

An automatic updater is planned, and in progress, but isn't available quite yet.

Download the Patch

2769
Announcements / Disorder
« on: August 09, 2008, 12:46:20 AM »
Well, I can say with some certainty that I've never released something just right the first time, in my entire life.

However, bare with us. At the last minute, we noticed a few things that weren't working, and scrambled to make them do so. This kind of thing generally leads to more mess.

I don't want to spend much time preaching about it, however, tomorrow a patch will be released to fix the majority of the known problems. You'll notice that ENIGMA-R2 has an a at the end. This is because it took me five minutes to realize I'd done something wrong there and reupload.

Tomorrow I'll sort out some of the rest of the stuff. The worst of it includes some borkage with place_free, an explanation for which can be found here:
http://edc.enigma-dev.org/index.php?p=blog&id=33

draw_text will hopefully be reimplemented, global. and object. will work again, and the world will be happy.
All of these, along with LGM's importation of build mode edits, were broken without anyone realizing it. This kind of thing is forgivable with such a huge project, right? :P

The version you have now is still somewhat usable, but tomorrow we'll patch the holes.

(Disclaimer: I could be lying)

Note: Some of you may have found that you downloaded R2 from SourceForge. We apologize. I'm not telling you whose fault that is, so THERE.

Anyway, I haven't slept in two days. Which probably doesn't help the disorder, so if you'll forgive me, I'm going to try that.

2770
Announcements / Re: Enigma R3 Released
« on: August 08, 2008, 10:31:28 PM »
GM will be able to run faster than ENIGMA in a blank room as long as ENIGMA is OpenGL.

However, try testing ENIGMA and GM under some stress, like lots and lots of lines. You'll find ENIMGA can easily outdo Game Maker there, as long as your GL drivers meet the stone age specification.

2771
Announcements / Re: Enigma R3 Released
« on: August 08, 2008, 09:03:24 PM »
This Code Returns an Error. Lol.
cout<<fps<<"/"<<room_speed;

Well, COUT is mostly for console applications. Try show_message().
However, ENIGMA tries to isolate C++ from EDL, to preserve compatibility.

To use raw C++, use cpp {}.

Though, in this case, that won't work, as enigma does not make use of iostream.h.

Chris- Download the Core

2772
General ENIGMA / Re: Discussion of "No subject required"
« on: August 07, 2008, 04:59:43 PM »
I'm afraid of any megabytes the user has to have, and terrified of megabytes the user user has to have.

Thinking openly, the GPL says I have to give you the code, not an environment to edit it in.

2773
Off-Topic / Re: Game Maker 7 VS ENIGMA Test 1: The Blank Room Test
« on: August 07, 2008, 04:50:04 PM »
lol Dave, you wonderful pessimist, you. :3

2774
Tips, Tutorials, Examples / Re: [WINDOZE] Basic Movement Demo
« on: August 03, 2008, 08:17:51 AM »
Has nothing to do with the GL version. Stop calling me slow. Stop blaming me.

2775
Announcements / No subject required
« on: August 02, 2008, 01:16:36 AM »

I had a request for the executables that were used in the making of that movie.
Here they are, as zip:
Download