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Messages - Goombert

1321
No it was the same way on my old AMD card.

The real problem here Darkstar, there's very little information on fixing half pixel alignment. I'm still confused as to whether or not you even have blurry text or if these offsets are fixing the bars on font characters.

Everytime I open this topic I want to cry.

1322
0.325/0.175 and 0.3125/0.175 are a no go for me, I see gaps in fullscreen on repeating scrolling background. Will try the other ranges tomorrow.

Here are the other ones that didn't work:
0.1875 and 0.4
0.3125 and 0.175
0.3125 and 0.275

1323
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.

1324
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.

1325
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.

1326
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.

1327
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.

1328
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(self.id));Reported 0.

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

1329
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.

1330
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.

1331
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.

1332
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.

1333
0.375,0.375 and 0.175,0.175 works for as well. I have sent a pull request with these values implemented.
https://github.com/enigma-dev/enigma-dev/pull/735

1334
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:
http://enigma-dev.org/docs/Wiki/Instance_deactivate_region

1335
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.