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Messages - Goombert

General ENIGMA / Re: New Beginnings
« on: June 01, 2014, 12:10:22 AM »
Yes, I've decided I am going to make this an engine for advanced users.

No drag and drop, strict C++, and an entity-component system.

General ENIGMA / Re: ENIGMA on Sourceforge
« on: May 31, 2014, 11:12:27 PM »
We dropped sourceforge a long time ago, in fact long before I joined ENIGMA, so don't worry about it, Josh and Ism apparently see no need to remove it.

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 05:59:16 PM »
Oh, that's the other thing I was going to mention, I was thinking about maybe LLVM since it has reflection.

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 05:30:45 PM »
I don't anticipate scaring away GML users, I hope to provide my engine as a stepping stone from ENIGMA, which is itself a stepping stone from GM.

The IDE will be a fork of LGM for the time being.

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 04:34:21 PM »
Anybody else got any good suggestions? Don't be afraid to mention them, if there was anything you could change about GM or revamp let's hear it.

Ok good, I am not sure what to about this though to fix it.

The reason it crashes with that parameter true is because the deactivate functions check the instance event iterator, and one obviously does not exist for the room creation code, because it's not an instance. A simple solution I guess is to create one for the scope anyway since it's used to fire the roomstart events and shit.

To add to this I also tried some other thought experiments suggested by Josh.

I called the following in GM8.1 in the Room Create code.
Code: (GML) [Select]
instance_destroy();It did nothing and showed no debug messages.

Code: (GML) [Select]
instance_deactivate_all(true);Behaved as expected and showed no debug messages.

Code: (GML) [Select]
show_message(string(id));Reported 0.

Code: (GML) [Select]
show_message(string(;Reported 0.

Code: (GML) [Select]
show_message(string(sprite_index));Reported -1.

Run a test egofree and make sure that it properly deactivates the instances when called from room create with that parameter set to false. And by design flaw, I mean yes it is because the function is designed to be called by an instance, yet it's possible in GM and ENIGMA to call the function from the room creation code.

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 03:31:16 PM »
Thanks ego, and I hope you will give my engine a try as well. You know I will be very helpful to users and developers if it comes to fruition.

Also, yes I would continue the engine in C++ as well, it's the only way I could bring all of my ideas to fruition to do it in C# and Java is a complete rewrite of the code base.

Oh, holy fuck, I guess that's a major design flaw on GM's part. Try calling it with that parameter false.

In the mean time, I'll ask Josh what to do.

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 02:44:37 PM »
Ah, yah no, in fact, my engine would probably handle that in one line.

gui_create_label((room_height/2),(room_width/2),"Hello World");

Since, of course, I am not an asshat like Dailly and recognize the need for static text. And those functions are functions for use with GML, they don't really have anything to do with the language, I'm talking about syntactical structuring, and for some reason you think that's relevant.

That said if you can't recognize this, and you don't like C++, then my engine is not for you, stick with ENIGMA/GM or w/e you're comfortable with.

0.375,0.375 and 0.175,0.175 works for as well. I have sent a pull request with these values implemented.

Hey egofree, I was going to attempt fixing this today but I was unable to reproduce the crash.

As you can see in the screenshot below I made a small example with an object that deactivates the instances, I tried both with it deactivating itself and without it deactivating itself. Neither crashed the game, and both properly deactivated instances within the region.

Please provide me with a minimal test case that reproduces the issue or give me some simple exact steps to make an example which exhibits the crash.

For reference, here is the documentation for the function in question:

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 02:11:15 PM »
You wouldn't notice the difference because variant would remain, and you already don't notice the minor differences in ENIGMA, since EDL does not fully support GML yet, not even close. The only real difference you would immediately notice is having to ';' at the end of each line. GML is practically C anyway, there's not much structure to it.

Unity caters to the lowest common denominator and so does YYG. Also those C++ coders you speak of are also probably bitching like crazy over the fucked up syntax, lack of ISO, and restricted functionality. The very act of featuring C++ would actually make them much more inclined to use such software, since they are by definition, C++ coders, not GML coders, which is what you referred to them as.

And also no, this would further cut down on the amount of coding you would have to do, it would also eliminate the need for extensions, since you could directly access resource structures for instance.

I have decided to file a bug report on this.

General ENIGMA / Re: New Beginnings
« on: May 31, 2014, 01:11:01 PM »
Very nice Rusky, I like your assessment. Some of the things I disagree with you on, but mostly I agree. While I do agree with you saying it should be designed around these features, I am not sure about a bottom-up approach. In a way I am suggesting a bi-directional approach to redesigning GM being developed discontinuously.

And yes as far as your design mode suggestions, one of the things that need seriously considered are to what degree the program needs certain parsing capabilities for reflection and things. Interestingly LLVM provides nice reflection features.

As for drag and drop, you also gave me another idea as far making it more powerful, directly editing the code translation of a schema node. We could also parse the engine and collect all functions making them directly usable in the drag and drop mode. So you could essentially toggle between a graphic and textual representation of your objects.

Quote from: Darkstar2
He just put the final nail in ENIGMA's coffin.  :D  Looks like we're all headed back to our roots very soon :D :D
What the hell does any of this have to do with ENIGMA? And besides, I just addressed this question above.

Quote from: Darkstar2
Talk about  drastic actions ! lol.  Not everyone has the time or could be bothered to code their game in pure C++ ! I guess that defeats the entire purpose and would not attract any people that's for sure and would probably push existing users away.
Ease of use and speed. 
Despite the fact it maintains a variant data type? You literally wouldn't even notice the difference is what I'm saying. Irrlicht is pretty fucking popular, so is Unity, in fact a lot more popular than GM and all 3 of its scripting languages (C#, JavaScript, and something else) enforce ';'

Making a strict C++ scripting that has to be one of the worst ideas !
You wouldn't notice the difference, and second a lot of people would prefer it, myself included. It would also make your code a hell of a lot more portable.