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

1486
General ENIGMA / Re: Variable performance
« on: May 03, 2014, 01:12:38 PM »
They are hard coded when ENIGMA is not plugged in, when ENIGMA is plugged in keywords for functions but not types are added by ENIGMA.

1487
Programming Help / Re: B2D physics question
« on: May 03, 2014, 12:47:05 AM »
For a reason, because their whole system is designed horribly, mine has reusable shapes as well without duplicating RAM. Anyway, I can confirm this point limit exists, I wasn't actually adding a subimage to my sprite that's why the button wasn't working, because apparently the object needs to have a sprite for w/e dumbfuck reason.



This is why I think it would better to just make ENIGMA better and not even offer support for their physics but do everything our own way. It would probably be better to split the ENIGMA project in 2, we'd get much more done if we just did things our own way, because then we wouldn't have to worry about compatibility, and we could just do things the right way.

1488
Programming Help / Re: B2D physics question
« on: May 03, 2014, 12:12:14 AM »
I have no idea, it should have never been limited.

Edit: I would test this, but I just updated to the new release and it appears the modify collision shape button has now broken.

1489
Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 03, 2014, 12:09:29 AM »
I am not talking about that, I am talking about GM being retarded unnecessarily, my main complaint is graphics and the ridiculous *.d3d mesh format. And I don't want to hear arguments like, "well write your own OBJ loader dumbass", NO! When you pay 800$ for a game engine, it should at least be able to handle the most basic mesh format like every other game engine offers you even in their free version.

1490
Programming Help / Re: B2D physics question
« on: May 02, 2014, 10:17:21 PM »
That was a GM: Studio limit Darkstar, you are free to add as many points to your shapes as you want when you use my function set. Just make sure the points are ordered clockwise and create a convex shape, Box2D does not support concave shapes.

http://enigma-dev.org/docs/Wiki/Box2D_Functions

1491
Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 02, 2014, 09:48:28 PM »
Harri did an awesome job summing up, I learned a lot from working on ENIGMA too. But it just led me to realize how badly designed GM is compared to other engines, so I just ended up hating it.

1492
Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 02, 2014, 01:57:43 AM »
Quote from: Rusky
Because it's open source, because it's free, and because it has the potential to do things differently than GMS (not that it's currently living up to that). Problems with GMS are not the only, nor should they be the main, reason to use ENIGMA.
That's a conflicting statement when you consider most of what ENIGMA does differently is an attempt to improve where they went wrong.

1493
Issues Help Desk / Re: Problems with global variables
« on: May 01, 2014, 02:48:35 PM »
I wouldn't be surprised, that also is probably why YYG is going to remove them, the scoping for those keywords is a pain in the ass.

1494
Issues Help Desk / Re: Problems with global variables
« on: May 01, 2014, 02:36:23 PM »
ego, what I fixed was calling event_inherited() inside alarms, user defined events and other stacked events, I never touched anything with globals or variable declaration, that is a different part of the compiler.

1495
Off-Topic / Re: The choice was obvious, and it wasn't Enigma
« on: May 01, 2014, 02:22:40 PM »
This is one place where I have to agree with Rusky, sometimes I'm over the top, but the OP doesn't understand I don't even like ENIGMA, and the only person that contributes here anymore is me, and I've spent the majority of my time doing that, I have no control over what people want to come here and say, that's their opinion, and I can't help it I usually agree with them.

Also, as daz pointed out, our help and support is usually top of the line and we get things fixed usually right away if it is a small bug, new features however are usually put aside for priority.

1496
General ENIGMA / Re: LateralGM 1.8.5
« on: May 01, 2014, 04:30:47 AM »
lol egofree wtf, I'd like to help you but I am just saying, what also may have been the problem was old binaries in C:/ProgramData/ENIGMA or are you on Linux? Sometimes you want to do "Rebuild All" from the IDE, I think that gets rid of the old binaries.

1497
General ENIGMA / Re: LateralGM 1.8.5
« on: May 01, 2014, 03:12:31 AM »
Guys, try to make a reproducible test case, because I can confirm that running an unsaved project is working fine here. Until you can give me exact steps I can't even prove what you're saying, let alone fix it.

1498
General ENIGMA / Re: LateralGM 1.8.5
« on: April 30, 2014, 04:06:14 PM »
I don't know what you mean egofree, try describing it a little better.

1499
Issues Help Desk / Re: Page issues with GAMES tab at site
« on: April 30, 2014, 04:35:56 AM »
Ugh, that would be because it's not there, I am sorry I didn't know he must have come along and broke it some more. Try accessing this page, I can't seem to get it to work.
http://enigma-dev.org/edc/games.php?game=69/../games.php

Edit: Haha, lucky for you I have it on my dropbox.
https://www.dropbox.com/s/8gniflfkwdhjb8k/platform_engine.gmk

1500
Well for one, git pull, only updates the engine code. To update LateralGM or the Plugin on Linux you do python install.py, on Windows you have to manually download and replace the jars.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

Second of all, I can't tell you why LGM is erroring unless I have one of the projects that it is erroring when trying to load.

I have updated LGM to automatically create folders when saving a GMX, please see my comments below.
http://enigma-dev.org/forums/index.php?topic=1870.msg18519#new