Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Goombert

Ok, well I can not reproduce it. I did exactly that and saved in all of those formats, when I reload the project it continues to work fine.

So give better steps to reproduce or consider updating LGM.

Actually, I have tested and I am not able to reproduce this issue, saving and loading a GMK with fonts it saves the first range perfectly fine. Can someone please provide exact steps to replicate, thank you.

Issues Help Desk / Re: Sound Errors Ubuntu
« on: July 01, 2014, 05:22:26 PM »
Can you upload an example file and the sound causing the issue?

Developing ENIGMA / Re: Command Line Interface
« on: July 01, 2014, 03:43:30 AM »
ego, the idea is we only parse the tree of a GMX or EGM and only load resources as the user requests and edits them, we don't actually need to load any of the resources until you click on one. Know what I mean? But the only problem there is that we can't do that with GMK, so we'd have to force people to convert to another format or drop GMK support. The project would also need to exist on disk, this is again how Studio's IDE and every IDE on the planet works.

That's the most important way to look at it. But regardless, that doesn't mean we can't optimize what we currently have in other ways.

Anyway, I have basically finished the main part of the GMX reading for the CLI interface, Attack of the Naked Block Heads and the FPS example both build now. Ignore what appears to be a lack of transparency in the FPS example though because GMX and Studio deprecated that setting altogether. Read the pull request for more details.

Project Mario can also be built with the command line.

Tomorrow or the next day I will look at building this for Linux and then give you all some instructions. This thing is still not officially complete, fonts wont work until I figure out how to convert them and make LGM write out the textures or discuss it with Josh further, and there's other shit, like how to specify ENIGMA settings and flags for emake, etc.

Proposals / Re: Make the views visible in the rooms editor
« on: June 30, 2014, 08:35:07 PM »
Let's see what it looks like with inverted blending.

Proposals / Re: Make the views visible in the rooms editor
« on: June 30, 2014, 03:19:24 AM »
That looks really nice ego, nice work. I like the filled rectangle look and the choice of colors used.  (Y)

No it should be saving the first range, there should not be any corruptions, that's another bug. Goodness gracious, and I have no time to fix these.

Proposals / Re: ENIGMA + LGM = 1 Tracker
« on: June 30, 2014, 02:02:14 AM »
It's possible for Josh or someone to make the site tracker file tickets to different trackers, that would be fine. My problem is I wish you guys would just stop using the one on the site and register for GitHub, it's so annoying seeing enigma bot automatically posting issues on the trackers, mainly because when you reply the user is never notified so I end up having to PM all of you manually.

Also, the site tracker parses BBCode, but GitHub issues are Git Markdown, so the shit will never appear right.

I've always hated our site tracker and will continue to do so, just go register for GitHub and stop whining.

Off-Topic / Re: egofree's LGM contribution
« on: June 29, 2014, 03:11:28 AM »
Yes I seen it already, I haven't had time to review the changes. There's a ton of shit to fix. And I have a ton of school work to be doing. I explained this to egofree, he knows I won't forget him.

Developing ENIGMA / Re: Command Line Interface
« on: June 29, 2014, 12:52:04 AM »
Actually I would prefer a game engine that doesn't require an IDE. I like to do scripting in Notepad++ or other. Having map/room editors is good as well. This is why I believe in game engines fit for a particular purpose. The very reason I would never use Unity3D for a serious game is that it's just too much bloat.

If I were to write a cross-platform game, I would probably just use Irrlicht and some model editors, make my own map editor. GM's framework despite the negative opinions, has always been very lightweight, some of my various complaints are them bloating it with API's that not everyone needs. If I ever used Studio or ENIGMA, I would probably use one of the physics extensions and not the one built into the program, mainly because it's shit.

But that's for another topic, so please, get back on topic, or start a new one to discuss those matters.

Developing ENIGMA / Re: Command Line Interface
« on: June 28, 2014, 09:07:48 PM »
Darkstar2, that's actually an interesting question, I wasn't here when they started the project but LGM and ENIGMA were developed concurrently and then merged. But ENIGMA did have a short time without an IDE, I wonder what it was like back then?

TKG, I hear yah niggah.

Developing ENIGMA / Re: Command Line Interface
« on: June 28, 2014, 05:10:20 PM »
Probably two weeks, but I have 2 new classes added onto my schedule, 1 just ended, and the other ends in 2 weeks, so let's shoot for 4 weeks for it to be able to build one of your games.

Programming Help / Re: How can I use large arrays more than 30 MB?
« on: June 28, 2014, 05:08:44 PM »
Allocated on the heap, automatic storage duration does not apply to some pointers but does to most of STL and generic collections, just ignore me I'm doing this for my own good so that I don't forget.

Issues Help Desk / Re: script threading does not work
« on: June 28, 2014, 05:07:03 PM »
JustDefineIt, or JDI, by JoshDreamland is the new compiler, and it can parse the Standard Template Library and allow use of vector and other collections. It also has the capability of compiler scripts essentially allowing var access functions and dynamic execution such as execute_string() only if the user wants it of course. The biggest feature is proper pretty printers, meaning it can properly export your code to JavaScript allowing us to do HTML5.

Issues Help Desk / Re: script threading does not work
« on: June 28, 2014, 02:09:48 PM »
In contrast with what Harri just said, the new compiler does support atomic types however.