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Messages - Goombert

1501
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 30, 2014, 12:16:53 AM »
You to do it all through code, literally all the functions are documented on the Wiki.
http://enigma-dev.org/docs/Wiki/Box2D_Functions

I just built my example game and it worked fine.
https://www.dropbox.com/s/11svwsiwvd31yim/enigmaphysicstest.egm

1502
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 11:43:15 PM »
I don't have any need to check that file because you said instance create was working fine, as long as instance create is not broken IDC. But I did just fix the compiling errors so the Studio functions will build but they aren't finished. Anyway, that file has no use to me because I already know what needs done to add full compatibility for Studio physics.

Anyway, if you would give Java a try you would see it is exceptionally easier than using GML, Eclipse has beautiful automatic completion, and you can read documentation as you type functions, it is way easier than digging through pages to find functions like you do in GML, plus you can Google and find a million results for Java programming, where as GML is not you know a widely used programming language. Java is also amazing with eclipse because you can click in the error log and be taken right to the exact line that caused the error and get a full stack trace showing the whole chain of events. Similar arguments apply to C# as well, but C# is not as good at this stuff, this is why people rave about Eclipse as an IDE. Anyway, this is exactly why C# and Java are popular to newbies, if you would give them a try you'd see they are much easier to learn than GML, and you'll learn proper programming and that knowledge can then be applied to learning C++.

1503
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 11:26:34 PM »
No I am being serious, I meant for you to do it as a stepping stone, it is extremely easy to build, you just have to download LGM's source and download eclipse, then import LGM, and build it.

1) Download LGM's source code. Visit the GitHub link and select "Download ZIP"
https://github.com/IsmAvatar/LateralGM

2) Download Eclipse stand alone, the current stable which is what I use.
https://www.eclipse.org/downloads/

3) Extract LGM's source code and Eclipse from their respective ZIP archives, then launch eclipse.

4) File->Import, and select "Existing Projects into Workspace", find LGM and import her.

5) When it finishes importing, click the green run button, when it asks what you run as select "Run as Application"

And there you go, you now know how to build LGM, so go on, try it!  (Y)

1504
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 11:09:52 PM »
Yes Qt is a generic framework for software like .NET except more fully featured and more lightweight because it is C++, it is often used to make games as well.

And you just pretty much have to memorize the headers, sometimes I Google when I forget some, but usually that is why documentation is provided for API's to tell you what headers to use. And Qt is well known for its great documentation, C# and Java are the same except Eclipse IDE will tell you where to import from and automatically import the packages for you, kind of like if C++ had a thing that would auto write your include statements for you.

Why don't you start off trying to build LateralGM? It's a pretty big application but it is easy to build.

1505
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 10:45:34 PM »
No you have to install the compiler separately with Eclipse, because it is mainly used for Java programming, so you have to install JDK/JRE separately. Qt offers downloads that do include the compiler already for you which are usually the ones you want because the modify GNU Make to have QMake.

http://qt-project.org/downloads

1506
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 10:39:05 PM »
The dependencies are up to you, all of cin/cout is in the standard c library. Say you stat using Box2D headers, then you have a Box2D dependency, say you start using Win32 headers then you have a Windows dependency and have to compile that code with the headers by either using Visual Studio or MinGW, as MinGW has most of the Windows SDK headers including Direct3D and DirectSound.

1507
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 10:18:15 PM »
You're fine to use Visual C++ as long as you don't use any of the .NET framework. But I would also have to recommend Eclipse, it is amazing. You should also try Qt Creator, the Qt Framework is becomming the .NET of Linux platforms and it is pretty damn amazing.


https://www.google.com/#q=qt+framework

It also has JavaScript and LLVM, Java itself is also very awesome for applications, I would never use Microsoft products for software development or any kind of programming.

1508
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 09:42:17 PM »
Uhm, I am not sure, we have built-in print functions which are the ones you should really use, but, they may be getting removed because of the following issue.
https://github.com/enigma-dev/enigma-dev/issues/701

1509
General ENIGMA / Debug Scoping and Other Fixes
« on: April 29, 2014, 08:59:56 PM »
I have made a round of fixes which you can see in this pull request.
https://github.com/enigma-dev/enigma-dev/pull/710

One of the main ones I have added is scoping for debug mode, it uses a stack and will print a full backtrace.

So now you will know where errors occur, it does not yet however tell you the name of an uninitialized variable, but it will in the future.

You can either git pull from master or download the new Portable ZIP.
http://enigma-dev.org/docs/Wiki/Install:Windows

1510
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 08:27:58 PM »
Just like you would in C++, it's not a function, you have to create a label.

http://msdn.microsoft.com/en-us/library/b34dt9cd.aspx

1511
Programming Help / Re: How to do conditional branching in C++ ?
« on: April 29, 2014, 08:16:10 PM »
Josh uses goto in some places in ENIGMA/JDI, goto also works in ENIGMA as in you can use it in your game.

1512
Programming Help / Re: How do I use DLL inside ENIGMA?
« on: April 29, 2014, 08:15:05 PM »
No that makes absolutely no sense why you would want to use scripts. You literally just write the functions you want to add to a source and header file, the header file should be included from a generic include.h for all extensions, and just make sure your functions are in namespace enigma_user, it's not complicated at all, it's extremely less complicated than GM.

1513
Programming Help / Re: How do I use DLL inside ENIGMA?
« on: April 29, 2014, 07:31:25 PM »
You actually, don't even have to do that, you can just place a folder inside the extensions folder in enigma-dev/ENIGMAsystem/SHELL/Universal_System/Extensions. Then you just add the source files and an about.ey descriptor, place all of your extension functions in namespace enigma_user

For instance, take a look at the date and time extension.
https://github.com/enigma-dev/enigma-dev/tree/master/ENIGMAsystem/SHELL/Universal_System/Extensions/DateTime
It's pretty simple to understand really, easier than GM too because you don't actually have to create a million scripts for each function. It will also work cross platform because it does not rely on a DLL, but just a lib as if you were programming in anything else.

1514
General ENIGMA / Re: Inheritance Fixes
« on: April 29, 2014, 05:18:04 PM »
Inheritance is very important if you try to make a very big game, it's not quite as important in GM because of the pretty much unified type system (all objects inherit the same default locals).

1515
Programming Help / Re: How to declare variables in ENIGMA?
« on: April 29, 2014, 03:42:51 AM »
I do not know the answer to that egofree, I'm sorry, try globalvar instead of global var, no space. Josh can answer these questions, I've sent him a PM to explain it.