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Messages - Goombert

2071
Well you don't need the INI extension under Windows, as Win32 has ini functions by default, just by virtue of it being a default feature of the operating system.

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What would be nice, if it isn't, is if there could be support to disable selective modules (like this one, or the MCI CD commands) under OSes that don't need (or support) such extensions.
There already is, but I don't limit any of them to a specific OS because a lot of users are on Linux and they use a cross compiler patch to build for Win32 and test the games in WINE, so they don't like having the stuff hidden from them, and it really don't hurt anything anyway.

But yes, that is actually odd that 1.1 works but not 3, as I am currently working on stuff for 3 and d3d, but please paste the output log of OpenGL 1.1

2072
Off-Topic / Re: Don't get Scroogled!
« on: November 27, 2013, 04:58:24 PM »
Yeah that is really the only reason I can't make Linux my main desktop, bad drivers and the GUI.

But I would like a separate computer to make into a Linux distro for development, as Linux is veryyyyy friendly to developers.

2073
Off-Topic / Re: Don't get Scroogled!
« on: November 27, 2013, 03:37:08 PM »
I like things about both operating systems, Windows for its user interface and friendliness and Linux for its comprehensive development environment and package systems.

I also think the RT Surface is really neat, with its nice trim keyboard and all, good luck typing word documents on an iPad :\

2074
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 01:26:18 PM »
No problem.  (Y)

2075
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 12:29:27 PM »
Build->Settings and select the "API" tab

Try again with OpenGL1.1 and OpenAL for graphics/audio.

Also be sure you are launching ENIGMA with administrative privileges, it needs to access AppData to store temporary files.

2076
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 10:20:57 AM »
http://www.pastebin.org

Can you please send me a link of the file contents of output_log.txt, thank you.

2077
Issues Help Desk / Re: Compiler error: "Draw_Particle defined but not used"
« on: November 27, 2013, 05:46:27 AM »
No problem  (Y)

2078
Issues Help Desk / Re: Compiled exes not responding
« on: November 27, 2013, 05:46:02 AM »
You mean the button to make a single executable on the desktop? Try the green run button instead, the compile button may be broke at the moment because of cheeseboy stripping the executable. But please tell me if the game runs with the green run button.

2079
Off-Topic / Don't get Scroogled!
« on: November 26, 2013, 05:06:59 PM »
http://www.scroogled.com/chromebook

This is the worst advertising campaign ever, Microsoft is reallllyyy shallow.

2080
General ENIGMA / Re: SVG Graphics
« on: November 26, 2013, 05:05:53 PM »
Oh we are definitely going to GameMaker is adding now so we have to for compatibility.  (Y)

2081
Issues Help Desk / Re: Compiler error: "Draw_Particle defined but not used"
« on: November 26, 2013, 12:56:35 PM »
No, the particles was simply a warning, the error was in the parsing of your code.

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Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In member function 'virtual variant enigma::OBJ_Options::myevent_beginstep()':
Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:649:10: error: break statement not within loop or switch
     else break;
          ^
Fix that line in obj_Options begin step event, and it should work.

2082
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 24, 2013, 02:32:00 PM »
Not you two, that was a for instance, a random number table is more to do with artificial intelligence in strategy games for when the A.I. bots control the other armies/empires/civilizations. It basically weighs the different decisions against each other, at any rate, I was talking in terms of relevance to such statistics.

2083
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 24, 2013, 08:35:35 AM »
Not just that though harri it is rather useful and saves you a lot of code from having to generate a random number table

2084
Tips, Tutorials, Examples / Re: GML Equivalent Commands for GUI Actions
« on: November 23, 2013, 06:54:58 PM »
intygamer, yup just as AsuMagic said :)

2085
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Code autocompletion is really nice in GM
Yeah we already have that, try CTRL+Space, it just doesn't show up automatically yet, noone has gotten to it yet.

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Accent support for objects
That really is not possible and is being left deprecated for a reason. The resources are treated as variables, and just as you can not have such variables, you can not name resources similarly.

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More sound filestypes supported
Build->Settings and select "API" to switch audio systems.
DirectSound: WAV (nobody has added mp3 yet, but will soon)
OpenAL: WAV, OGG, MP3
We basically support all the basic sound formats of Game Maker and intend to keep it that way to prevent unnecessary bloat on peoples games, but extra formats are possible through extensions.

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What about a better error debugger? Like, much more easier to understand.
This is somewhat not possible, the output window simply displays the feedback from the MinGW compiler and looks like standard output in any IDE, such as Visual Studio.

We do however have plans for symbolic message feedback in our C++ rewrite of LGM.