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Messages - Goombert

Issues Help Desk / Re: Step Event code does not work?[solved]
« on: November 07, 2013, 10:55:31 AM »
Yes this is because of ISO C99 compliance, see my other post.

When any scalar value is converted to _Bool, the result is 0 if the value compares equal to 0; otherwise, the result is 1.

GameMaker: Studio also has the same restriction now. Sorry, it is just we actually compile now so we have to be C compliant. All you have to do is != noone and stuff, this partially falls on them for designing the functions in such a bad way.

Also, as for another part of that code, could be written more optimally as this...
Code: [Select]
with(object) {
Change it to this...
Code: [Select]
object.direction = image_angle;
object.speed = 2;
If you want to of course, it just saves it from double casting is all.

Issues Help Desk / Re: Plugins don't appear to work
« on: November 07, 2013, 10:48:17 AM »
Howdy there, I am Robert, nice to meet you. Sorry about the Linux set up being rather confusing we've simplified the Windows version recently and I am trying to simplify the Linux set up as well. This is why I created this page to explain these packages recently and added it to the download page.

These packages were also outdated in the script for some time until yesterday when I finally updated them. Basically JNA is just to be able to use dll's and .so's in Java which we need because we link our compiler as a library, and it goes in enigma-dev/plugins/shared if you look at the announcements page I also made a topic recently about us updating to JNA 4 for ARM. Now the plugin enigma.jar goes under enigma-dev/plugins/ and is detected along with any other plugin jars people want to write when LGM loads, during the splash screen. LateralGM itself should just go under enigma-dev/ though as that is where places it.

Did you run the python installation script?

Issues Help Desk / Re: Something is wrong with my install
« on: November 07, 2013, 09:53:10 AM »
^_^, again sorry about that I will try to make sure I do not make this mistake again.  (Y)

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 07:30:13 PM »
Oh boy this actually appears to require a new AST node in the compiler, something I don't quite know how to do. :( But our new compiler will definitely fix it, I can't say much as it is not really my area of expertise, Josh would need to explain further.

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 07:12:33 PM »
I am looking right now to see if I can find where Josh explained the fix at :) It is somewhere here on the forums.

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 07:04:33 PM »
I don't think the extension system has been finished we wrote our own there you can see all the extensions from Build->Settings, the reason is instead of doing callbacks like Game Maker does the extension can be compiled right into the game including dynamic link libraries and other shared objects.

There is also a menu for you to define locals under "Build" as well. Script locals though I do know need fixed in order to fix a lot of extensions such as Ultimate3D and other Game Maker ones.

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 06:51:31 PM »
All these bugs are related to 1 thing and 1 thing only. Objects locals do not currently work in scripts, it is a bug somebody needs to fix but nobody has yet purely because most people use scripts like functions in C++ and rarely use them like methods.

Ok try this version I just uploaded for the new Linux packages.
Also copy over and overwrite the plugin.

Because there was also a font bug, also be sure to rememember this is an early beta of LGM 1.8.3 so do NOT try to save a GMX with it.

Also are you on Windows or Linux?

Hey ok I am back. When I first tried to open this GMX I thought it wouldn't open assuming it was something wrong with my GMX reader. But now, I opened it and all I had to change was 1 if statement in obj_unit_par and I got these results.

Announcements / Re: Project Mario
« on: November 05, 2013, 06:03:27 PM »
fervi, I am not sure about it compiling for Linux or not as it uses a lot of the Windows specific features from Game Maker 8.1, however, go to Build->Settings and select "Extensions" and enable ini file system, it allows ini file reading/writing on Linux.

Announcements / Project Mario
« on: November 05, 2013, 05:44:33 PM »

I have recently managed to get the Project Mario game I made open source working in ENIGMA. Above are the screenshots of how good I managed to get it.

There are a few anomalies still, zwriteenable causes it not to work in OpenGL3, the start menu's do not render correctly, and there are still collision glitches except now they cause the game to crash.

You can download the latest version from the original topic.

I would appreciate if you guys could download and test this for me to ensure it's working as good as I have got it. You will need to update the engine either by redownloading the Portable ZIP if you are on Windows or updating through git.

It would also help if you guys could modify the settings.cfg configuration file and let me know what the highest FPS you can get is. I get around 150-220fps with a %50 reduction in RAM usage from the Game Maker version which uses 93000 K where ENIGMA uses 40000 K

Proposals / Re: New Export Options
« on: November 05, 2013, 05:24:26 PM »

TKG, the reason ports aren't popular with us right now is because when Josh finishes that new compiler it has what is called pretty printers, it makes it agnostic for the outputted C++ in Preprocess_Environment_Editable which basically is the folder that contains your entire game outputted to C++, it makes it abstract to convert that C++ to JavaScript and stuff for like HTML5, etc. Under graphics_systems you can see there is GLES and WebGL stuff that was for those ports, since our entire engine is linked to your game as a dll or more technically a shared object.

The popularity of ENIGMA which is growing however may just spark a few community built ports/hacks for the time being that we can't keep up with, but if that happens it doesn't really matter anyway, my main goal is stability again for desktops and ensuring compatibility.

Issues Help Desk / Re: Something is wrong with my install
« on: November 05, 2013, 05:21:53 PM »
db, it's just the display_reset function I am not on Linux and tried to commit it from Windows, but nevertheless if you git update it should go away or you can just go into enigma-dev/ENIGMAsystem/SHELL/Bridges/Xlib-OpenGL1/graphics_bridge.cpp and remove the code from the function, not the whole thing just make the function not do anything.

I am sorry about that. :-[

Works in Progress / Re: Project Mario
« on: November 05, 2013, 04:53:24 PM »

I have it running right now you guys but I am trying to get it working flawlessly before I commit and make an announcement I had to make some of the code ISO C compliant, which would also make it more Studio compliant.

Issues Help Desk / Re: Something is wrong with my install
« on: November 05, 2013, 04:33:16 PM »
Good news db, these are easily fixable :)

Those are JDI errors and do not affect anything yet, it is the parser half failing to parse the Standard Template Library for C++, everybody gets them including me, they don't affect anything yet. They will in the future however when they are fixed allow you to use vectors, maps, ques, and just other various parts of the STL. But don't worry about them for right now.

Universal_System/image_formats.cpp:30:21: fatal error: windows.h: No such file or directory
This is the only error actually. Please open that file from enigma-dev/ENIGMAsystem/SHELL/image_formats.cpp and go to line 30 and remove the include for windows.h

I accidentally committed the fixes to image formats the other day with a head from the Windows API, sorry about that. As soon as you edit that line you should be good to go then and just reopen ENIGMA.