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Messages - daz

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Programming Help / Re: Windows 8 touch support
« on: September 30, 2014, 02:33:27 AM »
But as an extension you can activate/desactivate it, or not?
Yes, but one doesn't exist. Someone would have to implement the Windows API calls in GML, or a DLL packaged into the extension. From within GM you can enable extensions per project.

I (and Robert) would like to make an extension for ENIGMA to do it, which are also toggleable.

Programming Help / Re: Windows 8 touch support
« on: September 29, 2014, 05:49:29 PM »
Yeah, here is the topic for reference:

My guess would be that he wants to ensure the games run on as many versions of Windows as possible, and by including touch support they'd be excluding XP and Vista. Maybe there's also a separate API for Windows 8 touch, I haven't looked too deeply into it.

Programming Help / Re: Windows 8 touch support
« on: September 29, 2014, 02:01:57 PM »
On my Windows 8 tablet (with full Windows 8), it is tap to click, tap and hold to right click. Currently even tapping works in ENIGMA for mouse clicks, because Windows emulates the mouse if there is no touch support. However I would very much like multitouch, which simply cannot be done without additional APIs.

I've been looking into adding this functionality into ENIGMA myself, however I'm waiting until the repo commits cool off.

I also checked on the GMC and got a response from Dailly -- GM doesn't even support multitouch on native Windows outside of building a Windows 8 app. It would be ideal to get this working for native in ENIGMA but we'll see what happens.

Issues Help Desk / Re: bug report
« on: September 29, 2014, 01:56:49 PM »
I plan to fix it TKG, I seen it already too, I'm in hell right now trying to fix LGM's unsaved changes dialog so that it only shows when there were actually changes.
Even GM cannot do this. But no harm in trying your best to make it better than it is at the moment.

Off-Topic / Re: Which Java IDE?
« on: September 29, 2014, 01:55:30 PM »
I prefer Eclipse over Netbeans, but both are rather mediocre. My favorite would be IntelliJ Idea, but to get your hands on it you need to fork over money or have a .edu email address. Also keep in mind you are likely to be forced to use a certain IDE at your school, but that doesn't matter so much just for learning the language early.

Developing ENIGMA / Re: Pls explain Lateral GM's source code
« on: September 11, 2014, 04:00:48 PM »
I think you vastly underestimate the amount of work that would go into making an LGM Android port. You would be best off creating your own fork, salvaging the back end and recreating the front end yourself.

Also unless you change how files are loaded, you'll likely be running into out of memory errors with larger project files. I would really not recommend you proceed unless you have a strong stomach.

Programming Help / Re: Windows 8 touch support
« on: September 11, 2014, 02:44:20 AM »
I wonder if I were to wrap these functions in Win32 if they would work for a Windows 8 tablet.
Go for it! I have a Windows tablet shipping to me by Saturday. I'd be willing to test your fork if you implement the changes. Otherwise I'll go poking around myself sometime and see if I can't add touch support myself.

Developing ENIGMA / Re: Android
« on: September 10, 2014, 05:31:44 PM »
I have no idea what I'm doing, so the next time you're on IRC and have some free time we can see if we can progress any farther.

Developing ENIGMA / Re: Android
« on: September 05, 2014, 07:09:19 PM »
Well my current guess is LD is being given two parameters and it doesn't like it (the .exe and .o are given at the same time). From running file sniffing tools, when compiling for Windows this situation literally never arises (unless it's well hidden). It's trying to create a file named "C:/Users/Matt/AppData/Local/Temp/egm7307289762881344537.exe C:/ProgramData/ENIGMA/.eobjs/Windows/Android/Run/libEGMstd.o" it seems, where as the .o should be passed to the next call of LD I think. It's weird.

Developing ENIGMA / Re: The benefits of Visual Studio's compiler?
« on: September 05, 2014, 07:06:57 PM »
As C++ code grows in complexity the binary size is almost exponential. It gets especially big once you start linking in other libraries. It's not something that can really be avoided (bar not using 3rd party libraries or switching languages) but it's not a big deal at this point. Even if the final executable is 25mb for a large game, the rest of your game's content will likely dwarf that.

I don't know why you'd want to use VS's compiler on Windows, especially since MinGW is already working just fine. I mean I guess if someone's bored try to get it compiling and let us know the performance differences, but it'll likely be trivial.

Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 03, 2014, 11:29:43 AM »
I used to actually bundle that DLL into the executable. Apparently that's changed...
It probably still does bundle the DLL if you compile from Windows.

Developing ENIGMA / Re: Android
« on: September 01, 2014, 11:48:51 PM »
Thanks, we got quite close to getting it to generate an Android binary.

Anyway for anyone curious...
Code: [Select]
c:/androidtoolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld.exe: fatal error: C:/Users/Matt/AppData/Local/Temp/egm7307289762881344537.exe C:/ProgramData/ENIGMA/.eobjs/Windows/Android/Run/libEGMstd.o: open: Invalid argument
Linker be failing. This is modified in my attempt to fix things... normally it would output as a .so in the ENIGMA directory, but hey who knows where it might be failing.

Anyway, the only two arguments passed to LD from what I can see are the temp file which will be the finalized binary, and the object file. Both the object file and the temp file exist so I'm not entirely sure what might be the problem. I have a hunch the linker might not realize we're trying to build a dynamic library instead of an executable and the error is just vague, but that's just a guess. If on the other hand it doesn't like ".eobjs" for some reason we're in for real trouble...

Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 01, 2014, 11:43:51 PM »
It's odd that this game was ported so quickly with very few and minor problems yet not a single one of my projects work in ENIGMA, even with the fact Iji is a lot more complex and huge of a project than all my projects combined.
Sorlok has put a lot of work into making it work, mainly fixing bugs and adding additional features on the back end of ENIGMA. If you had the willpower and time you might be able to do the same for some of your projects that don't work ;)

Developing ENIGMA / Re: New parser please
« on: August 26, 2014, 02:52:54 PM »
But seriously though... on more than one occasion I've run into parser errors from perfectly valid GML and just had to find a different way of writing it so it would actually compile.

Also please make the parser output prepended names so that there's no naming conflicts. E.g. object named "apple" would be output to cpp as "obj_apple". I mean I really don't run into naming conflicts often, but when I do sometimes it's frustrating to figure out the cause.

Hey Josh remember when you said it would be out by New Years at the latest? ... if we could make it by at least New Year's 2014 I would be so happy. Although I don't know if he's even working on it anymore. Maybe it's time someone else with strong C++ knowledge takes up the project.

Developing ENIGMA / Re: Android
« on: August 26, 2014, 11:24:37 AM »
I would like to push a commit first. After I can get a lib successfully compiled and run it on Android with a blank screen I'll send in a pull request and update the wiki. If anyone is serious about developing Android before then I'm willing to outline the steps here.

Wrote up the process on the Wiki ( ). This process assumes that you are working with ENIGMA which has support for Android. As I have not yet pushed a commit, nothing will happen yet!

Also last night Josh and I got the whole thing compiling happily after much bashing of heads against desks. It seems the linking part fails though. Homestretch? I've also basically deleted the entire OpenGLES and plan to work on it from scratch. After it successfully builds a .so and I can verify it works with the Android project file, I will update the wiki with more information and create a pull request.

ENIGMA will still not be able to create complete Android games for some time, but progress is progress.

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