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Messages - Goombert

271
Works in Progress / Re: Croky
« on: May 10, 2016, 08:00:01 PM »
When setting ENIGMA up on Linux you have to install some packages, alure is used for audio. You can get it with the following command and then his game should work.
Code: [Select]
sudo apt-get libalure-dev

272
Yes but the problem is that they might have changed something in some standard header. Josh wrote JDI which parses the code and then feeds it to gcc to compile as C++, so JDI makes GCC a little more like Clang/LLVM. Part of the reason Clang/LLVM is becoming more popular is that it gives you more access to the compiler's internals. Anyway, JDI never got very good template support, because Josh is very busy much of the time. What might have happened to cause this is that somebody maintaining <string> in GCC could have changed something that made JDI unable to parse it, so it ended up ignoring the rest of SHELLmain.cpp and thus why nothing else can be found.

273
General ENIGMA / Re: What do you want?
« on: May 09, 2016, 01:58:08 AM »
Thanks for the suggestions everyone, allow me to address them. I was sad to see that more of you didn't come up with a smaller bug along the lines of "this really annoys me that the path editor doesn't work" that really inhibits you from completing some project. That's more of what I was going for, but regardless a lot of you came up with a lot of new ideas that I really like.

I've been interested first and foremost on fixing some of the plugin instability problems and thinking of ways to make common errors/issues disappear before patching the next portable ZIP. I started working on the ENIGMA.exe and did manage to come up with a better method of searching for the installed Java. Since it's no longer a big if-else chain, I decided to go ahead and clean up that source file while I was in there. From now on if I contribute any code to ENIGMA's code base I intend to use the style conventions of JDI/Josh for consistency between the engine and the compiler. I also used my new Xbox 360 controller to really clean up the XInput extension. I am still working on this and I will not be getting side tracked. When I am done with it I intend to merge it and then fix two graphics related bugs regarding the clamping of draw alpha.
https://github.com/enigma-dev/enigma-dev/pull/966

I am going to stick around and keep trying to clean things up and get more issues resolved. I won't be focusing on adding new features and extensions like I was before. Largely because we don't need any. We just need our existing source code cleaned up and we need stability improvements. What I gather from this conversation is that this should be ENIGMA's primary focus going forward.

Quote from: TKG
I'm moving on away from game creation related interests.
You'll always be welcome here.

Quote from: rcobra
1.run and faster compile
Quote from: polygonz
1. Faster compile time - without a doubt one of the biggest thing holding things back
Absolutely, and I've been going back and thinking about adding a real stop button in the next LGM + plugin patch. Josh can help me do it and if I do it I will make sure that there's no possibility of leaking resources or having more UI problems.

Quote from: TheExDeus
b) Split user code into several and make them individually compilable.
c) combine several object files into one.
I can't believe nobody ever thought of this. I like these ideas and would like to know what Josh thinks about it.

Quote from: rcobra
2.support android (maybe better html5)
3. 3d engine and room editor 3d level
These are too advanced, a little overboard. I would rather see HTML5 support first because it's more universal.

Quote from: polygonz
2. Regression testing - been promised a few times but nobody delivered on it yet but it's vitally important
This one is something I really stand behind. fundies/cheeseboy did have a build bot going for ENIGMA but did not want to keep it on his own server and Josh didn't have time to put it on ENIGMA's server. I am a strong advocate of using an automatic build bot and adding unit tests to ENIGMA. I don't know if anybody has seen those "Build Success" stickers with Travis CI that people put on their GitHub repo's, but it would be really awesome to put one of those on ENIGMA's. It would also help to have a bot that automatically packages the ENIGMA portable ZIP instead of having to wait an hour for me to upload it because of my crappy internet connection.
https://travis-ci.org/

Quote from: polygonz
3. Debugging - It's still not at all friendly to debug games
Quote from: garo
Debugging. I found it very difficult at times to progress with developing a game when I couldn't figure out what object in a room was causing trouble. This is perhaps the most troublesome thing for me, at least.
This one is also true but we have made some progress towards this. The first step was when I added variable names for debug mode so you can see the name of a variable that does not exist. But we could use more error messages wrapped in debug guards.

Quote from: garo
Further development on the JEIE.
I agree with you on a lot of that but I don't actually care much for JEIE or GM's sprite editor or even GIMP for that matter. I really love the simplicity of Paint.NET and I get criticized for it a lot but I would love to see a cross platform version of it written in the Qt Framework. If I didn't have any other projects going on right now I would dedicate myself full time to building it.

Quote from: Wendigo
The documentation is very scarce.
I have to ask, are you aware of the function documentation? I ask because many users seem to have a problem finding it and I do not understand why. Function documentation is probably the most completed documentation in ENIGMA. Drag and Drop actions are fully 100% documented too.
http://enigma-dev.org/docs/Wiki/Function_Documentation
http://enigma-dev.org/docs/Wiki/Action

Quote from: Wendigo
- add a table of engine features with an example screenshot each to show what enigma is capable of on the first sight. (images matter a lot)
Yes we had a new website by a2h we planned to use but we had other important things to do, and even it looks a little dated now. So we could definitely use a new website but I think that should come after we dedicate some time to really fixing our engine. There's no need for a new site to attract more people only so we can disappoint them.

Quote from: Wendigo
- Move the "News" to a news section so that the first thing newcomers get to see isn't the slow pace of development (dates in the news entries)
I agree with you on this and I try to keep the announcements page updated but I hardly have anything to announce. I always take suggestions to announce something or even someone's game if they wanted me to. You just have to tell me about it and I can put it on there. I also try to use pictures to capture your attention so you know when there is a new or really cool update.

Quote from: Wendigo
- The menu bar in the headder should be more prominent. The items are very small.
This really bothers me on my high DPI screen, 25" with 2560x1440 resolution.

Quote from: Wendigo
- The Tutorials
Those you are absolutely correct about and it's largely because most of us feel the examples from GM that work are the best suited for teaching. Really the ideal was to have all GM tutorials apply to ENIGMA. At the same time however, everyone registered on the forum is registered for the Wiki and can log in without having to register a second account. So anybody is free to contribute more tutorials if they like.

Quote from: Wendigo
- A dropbox link as official download doesn't look professional. Maybe a release could be created for download on github.
You're right, but that's because Josh doesn't give me FTP access to the site, probably because I would mess something up. But I don't actually care about that, I care about getting a build bot and unit testing so that nobody has to bother uploading a ZIP and the server will just do it for us.

274
Actually, "insert a=string(1);" in the create event of an object does work, I just tested on Windows 10. You have a bigger problem going on. Is this the first time you've used ENIGMA in a while? Did you use it on a different PC before? Also, we do not support OpenJDK because it has terrible issues with running Swing (LateralGM) applications. I would recommend installing the Oracle JDK.

275
Tips, Tutorials, Examples / Re: Sprite Patch Scripts
« on: May 02, 2016, 09:52:24 PM »
I am sorry Harri I should have thought you would have used something similar for the GUI stuff.  How does that function work though? It just looks like draw_sprite_part to me.

276
Tips, Tutorials, Examples / Sprite Patch Scripts
« on: May 01, 2016, 07:09:11 PM »
This was requested of me to write a script that can do this. Drawing sprites this way makes it easier to scale parts of them without messing up and blurring the corners. This is especially useful for rendering UI controls.

NOTE: These scripts should work in older GM versions, but if you are using Studio or ENIGMA you may want to replace control variable increments (such as += 1 in a for loop) with ++i as an optimization because preincrement is faster. If you are using ENIGMA then it is even faster to just use an int with preincrement.
Code: (GML) [Select]
// this works in old GM versions but is slower
for (i = 0; i < 3; i += 1) {
// this is faster and only works in GMS, ENIGMA, or C++
for (i = 0; i < 3; ++i) {
// this is the fastest in both ENIGMA or C++
for (int i = 0; i < 3; ++i) {

This is what a 9-patch sprite looks like:


My first attempt makes use of a single sprite and its subimages.
Code: (GML) [Select]
/// draw_sprite_patch(sprite, x, y);
/// by Robert B. Colton
///
/// draws a 9 patch sprite with x, y as the top-left corner
/// subimages are in the order: top-left, top-center, top-right,
/// middle-left, middle-center, middle-right, bottom-left, bottom-center, bottom-right

var spr = argument0;
var xx = argument1, yy = argument2;
var ww = sprite_get_width(argument0), hh = sprite_get_height(argument0);

for (i = 0; i < 3; i += 1) {
    for (j = 0; j < 3; j += 1) {
        draw_sprite(
            spr,
            j + (i * 3),
            xx + j * ww,
            yy + i * hh);
    }
}

My second attempt actually adds the arguments for scaling. If you wanted to center it around the x, y parameter you can just subtract the sprite origin from xx and yy.
Code: (GML) [Select]
/// draw_sprite_patch(sprite, x, y, stretchedWidth, stretchedHeight);
/// by Robert B. Colton
///
/// draws a 9 patch sprite with x, y as the top-left corner where the middle and
/// center row and column is stretched to the given width and height
/// subimages in the order: top-left, top-center, top-right,
/// middle-left, middle-center, middle-right, bottom-left, bottom-center, bottom-right

var spr = argument0;
var xx = argument1, yy = argument2;
var sw = argument3, sh = argument4;
var ww = sprite_get_width(spr), hh = sprite_get_height(spr);

// top-left and top-right corners do not need scaled
draw_sprite(spr, 0, xx, yy);
draw_sprite(spr, 2, xx + ww + sw, yy);

// bottom-left and bottom-right corners do not need scaled
draw_sprite(spr, 6, xx, yy + hh + sh);
draw_sprite(spr, 8, xx + ww + sw, yy + hh + sh);

// top-center and bottom-center need stretched horizontally
draw_sprite_stretched(spr, 1, xx + ww, yy, sw, hh);
draw_sprite_stretched(spr, 7, xx + ww, yy + hh + sh, sw, hh);

// middle-left and middle-right needs stretched vertically
draw_sprite_stretched(spr, 3, xx, yy + hh, ww, sh);
draw_sprite_stretched(spr, 5, xx + ww + sw, yy + hh, ww, sh);

// middle-center needs stretched horizontally and vertically
draw_sprite_stretched(spr, 4, xx + ww, yy + hh, sw, sh);

And my last attempt uses a single subimage of a single sprite.
Code: (GML) [Select]
/// draw_sprite_patch(sprite, subimg, x, y, stretchedWidth, stretchedHeight, sourceWidth, sourceHeight);
/// by Robert B. Colton
///
/// draws a 9 patch sprite with x, y as the top-left corner where the middle and center row and column
/// is stretched to the given width and height
/// subimages in the order: top-left, top-center, top-right, middle-left, middle-center, middle-right,
/// bottom-left, bottom-center, bottom-right

var spr = argument0, subimg = argument1;
var xx = argument2, yy = argument3;
var sw = argument4, sh = argument5;
var ow = argument6, oh = argument7;
var cw = (sprite_get_width(spr) - ow) / 2,
    ch = (sprite_get_height(spr) - oh) / 2;
var color = c_white, alpha = draw_get_alpha();

/// do this if you want to center the sprite around its origin
/// var xx = (sprite_get_xoffset(spr) / sprite_get_width(spr)) * (sprite_get_width(spr) - ow + sw),
///    yy = (sprite_get_yoffset(spr) / sprite_get_height(spr)) * (sprite_get_height(spr) - oh + sh);

// top-left and top-right corners do not need scaled
draw_sprite_part(spr, subimg, 0, 0, cw, ch, xx, yy);
draw_sprite_part(spr, subimg, cw + ow, 0, cw, ch, xx + cw + sw, yy);

// bottom-left and bottom-right corners do not need scaled
draw_sprite_part(spr, subimg, 0, ch + oh, cw, ch, xx, yy + ch + sh);
draw_sprite_part(spr, subimg, cw + ow, ch + oh, cw, ch, xx + cw + sw, yy + ch + sh);

// top-center and bottom-center need stretched horizontally
draw_sprite_part_ext(spr, subimg, cw, 0, ow, ch, xx + cw, yy, sw/ow, 1, color, alpha);
draw_sprite_part_ext(spr, subimg, cw, ch + oh, ow, ch, xx + cw, yy + ch + sh, sw/ow, 1, color, alpha);

// middle-left and middle-right needs stretched vertically
draw_sprite_part_ext(spr, subimg, 0, ch, cw, oh, xx, yy + ch, 1, sh/oh, color, alpha);
draw_sprite_part_ext(spr, subimg, cw + ow, ch, cw, oh, xx + cw + sw, yy + ch, 1, sh/oh, color, alpha);

// middle-center needs stretched horizontally and vertically
draw_sprite_part_ext(spr, subimg, cw, ch, ow, oh, xx + cw, yy + ch, sw/ow, sh/oh, color, alpha);

I can think of about 50 more ways that this can be done, including using the tile drawing functions, which may be faster because they are batched and have little overhead. I haven't wrote those yet but if anybody needs it done a different way, feel free to ask me and I'll write the script.

277
Issues Help Desk / Re: gamepad
« on: April 30, 2016, 07:08:18 PM »

278
General ENIGMA / Re: What do you want?
« on: April 24, 2016, 02:30:23 PM »
The first part to understanding the parser would be a general knowledge of compiler construction at the very least. I managed to hack some things in without entirely understanding how a compiler works, like the object inheritance.

The most annoying parser problem we have is variadic functions, or variable arity. Those are basically just functions that take a variable number of arguments.

https://github.com/enigma-dev/enigma-dev/issues/214

https://en.wikipedia.org/wiki/Variadic_function
https://en.wikipedia.org/wiki/Arity

I think more people contributed to LGM because it's generally a much simpler project. Working on ENIGMA has a much steeper learning curve, except for adding basic engine functions such as draw_* I would argue.

Quote from: egofree
1) Fix lateralgm plugin stability
I was actually going to mention that if nobody else suggested it. That's a really good one. Currently I am actually cleaning up ENIGMA.exe and I wrote a better method to detect Java, but it likely won't eliminate  some of the other issues. I must say that I have had relatively few issues installing ENIGMA from the Portable ZIP myself. I am investigating ways to make this less a pain in the but. I am also doing some other things like cleaning up my XInput extension and properly formatting the code using Josh's code style. I have an Xbox 360 controller now so I am using it to make the functions work exactly like GMS.

279
Issues Help Desk / Re: LGM Stops Working When Using Build Menu Items
« on: April 24, 2016, 10:47:47 AM »
That is actually a slight mistake, LGM should not have output that message. I have already patched it in the master branch, it looks like that change was accidentally made within the last year. It is really just a warning to tell people that some function we use somewhere in the IDE may not be supported by your Java version (like how we don't support Drag and Drop on the main tree in < Java 6) so ignore for it right now. I am going to be patching some other things and then updating LGM again.
https://github.com/IsmAvatar/LateralGM/pull/278
https://github.com/IsmAvatar/LateralGM/pull/279

Can you actually run that script one more time and let me see the output? There's two dependencies there that got updated but I don't think they should have been updated or needed to be.

At this point though I really do think your issue is entirely the Java installation. Could you boot a live CD of Lubuntu and see if it works there?

280
General ENIGMA / Re: What do you want?
« on: April 24, 2016, 10:22:33 AM »
In my opinion I would say the parser is more important. But fundies/cheeseboy was actually doing an SDL port before but it wasn't attached to ENIGMA. It was just GM functions in C++ using SDL.

But anyway the parser is still a really big thing. I am thinking more along the lines of your most annoying bug, something that really annoys you and makes it hard for you to do something. Like how the path editor was broken for so long until I fixed it in the latest release. Something like that which I can go and just fix real easy.

281
Issues Help Desk / Re: LGM Stops Working When Using Build Menu Items
« on: April 23, 2016, 09:25:22 PM »
No I was just curious if maybe you had another Linux distro to try on another partition. I feel like something is wrong with your Java installation. Most of the other issues that people have I am able to fix, but like I said, I've never seen this one before at all...

One more thing you can try is to run "python install.py" one more time. You posted on the 14th and I released a new LGM and plugin on the 15th and updated those packages. So try running that script one more time and it will run an md5 hash over both of the jars and update them. Then try LGM again, you'll have the newer version, and maybe that will fix it.

I'll keep thinking of what else could be causing this issue.

282
General ENIGMA / What do you want?
« on: April 23, 2016, 05:30:48 PM »
Just out of curiosity and to see where to go next. I would like to get a feel of what people want. For both LGM and ENIGMA, please tell me what the 3 most important issues you see are. You should try to pick simple things that you feel are important for each, or you can suggest 1 really important item that takes a little longer to do. So either 3 simple things for each project that you find important or 1 really big thing.

The trackers should give you some ideas of what issues we currently have:
https://github.com/IsmAvatar/LateralGM/issues
https://github.com/enigma-dev/enigma-dev/issues
https://github.com/enigma-dev/lgmplugin/issues

Maybe if everyone reaches a consensus on a really important issue, I will actually do it.

283
Announcements / Re: LateralGM 1.8.7
« on: April 23, 2016, 05:24:32 PM »
Thanks! But, what EGM file extension errors?

Also, I am sorry that the path editor was broke in the IDE for so long. That was not introduced by me, but was introduced after 16b4 by a pull Rusky merged. I picked up LGM on 16b4's master branch, which is why it isn't broken in 16b4. So anyway, I never noticed that the path editor was broken until now but I am really glad that issue is fixed and I wish someone had pointed it out earlier. As far as ENIGMA side though I do not know if it's possible yet to disable that extension because I know there was some debate there for some reason.

284
Issues Help Desk / Re: LGM Stops Working When Using Build Menu Items
« on: April 21, 2016, 10:38:42 PM »
Do you have any other partitions or is this the only OS you have installed?

285
Issues Help Desk / Re: LGM Stops Working When Using Build Menu Items
« on: April 21, 2016, 02:45:42 PM »
I am having a hard time because this is the first time anyone has ever reported this error message. I keep track of all the different issues reported, and this one is a completely new one. Can you open the Help->About dialog in LateralGM and tell me what version it says? We did just release a new version of LGM and I updated the installer script so I don't know if you got that one and it's my fault or if it is an issue in the older version.

I would also try increasing the maximum heap size when launching LGM. Try the following:
Code: [Select]
java -jar -Xms256m -Xmx1000m lateralgm.jar
Here is what comes after the second "Creating swap" in a successful build. Yours passes on the first but fails on the second.
Quote from: output_log.txt
Creating swap.
Dumping whiteSpace definitions...
Opening ENIGMA for parse...
ERROR(c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include//sdkddkver.h,186,48): #error NTDDI_VERSION and _WIN32_WINNT mismatch!
ERROR(__buildint,0,34): Invalid preprocessor directive `a'
ERROR(c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include//wtypes.h,631,1): Expected closing preprocessors before end of code
ERROR(c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include//wtypes.h,631,1): Expected closing preprocessors before end of code
ERROR(c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include//wtypes.h,631,1): Expected closing preprocessors before end of code
ERROR(C:/ProgramData/ENIGMA//API_Switchboard.h,35,46): Could not find Networking_Systems/None/include.h
  Checked C:/ProgramData/ENIGMA/
  Checked ENIGMAsystem/SHELL/
  Checked C:/ProgramData/ENIGMA/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/i686-w64-mingw32/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/backward/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/include/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/include-fixed/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include/
ERROR(c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2//bits/c++0x_warning.h,34,62): #error This file requires compiler and library support for the \
ISO C++ 2011 standard. This support is currently experimental, and must be \
enabled with the -std=c++11 or -std=gnu++11 compiler options.
ERROR(SHELLmain.cpp,98,68): Could not find Preprocessor_Environment_Editable/IDE_EDIT_whitespace.h
  Checked ENIGMAsystem/SHELL
  Checked ENIGMAsystem/SHELL/
  Checked C:/ProgramData/ENIGMA/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/i686-w64-mingw32/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/backward/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/include/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/include-fixed/
  Checked c:\users\owner\desktop\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include/
Successfully loaded builtin variant type
Successfully loaded builtin var type
Successfully loaded builtin varargs type
ERROR in parsing engine file: The parser isn't happy. Don't worry, it's never happy.
ERROR: UnknownContinuing anyway.
Creating dummy primitives for old ENIGMA
Initializing EDL Parser...
Grabbing locals...
Finding parent...Found parent scope
 >> Checking ancestor object_collisions
 >> Checking ancestor object_transform
 >> Checking ancestor object_graphics
 >> Checking ancestor object_timelines
 >> Checking ancestor object_planar
 >> Checking ancestor object_basic
Plugin: Delegating to ENIGMA (out of my hands now)
Determining build target...




Starting platform inspection
 - ENIGMAsystem/SHELL/Platforms/./Info/About.ey: Failed!
 - ENIGMAsystem/SHELL/Platforms/../Info/About.ey: Failed!
 - ENIGMAsystem/SHELL/Platforms/Android/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/Cocoa/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/General/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/iPhone/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/platforms_mandatory.h/Info/About.ey: Failed!
 - ENIGMAsystem/SHELL/Platforms/Win32/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/xlib/Info/About.ey: Opened.
 Done.
Initializing dialog boxes
Initialized.
Building for mode (0)
Cleaning up from previous executions
 - Cleared parsed objects
 - Cleared room entries
 - Cleared shared locals list
 - Cleared event info
Adding extension
extension
Universal_System/Extensions
:
Alarms
Loading shared locals from extensions list
Finding parent...Found parent scope
 >> Checking ancestor object_collisions
 >> Checking ancestor object_transform
 >> Checking ancestor object_graphics
 >> Checking ancestor object_timelines
 >> Checking ancestor object_planar
 >> Checking ancestor object_basic
Location in memory of structure: 4fbae440
Copying resources:
Copying sprite names

Copying sound names

Copying background names

Copying path names

Copying script names

Copying shader names

Copying font names [1]
Copying timeline names

Copying object names

Copying room names

Copying constant names

SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts and 0 timelines in 0 passes...
Completing script "Link"
Done.
Completing timeline "Link"
Done.
0 Objects:
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Linking" timelines into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing timeline control information
Linking globals and ambiguous variables
Running Secondary Parse Passes
Writing events
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `mingw32-make.exe'
Full command line: mingw32-make.exe Game WORKDIR="C:/ProgramData/ENIGMA/" GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=Win32 NETWORKING=None PLATFORM=Win32 CXXFLAGS="-std=c++11 -I../Additional/i686-w64-mingw32/include" COMPILEPATH="Windows/Windows" EXTENSIONS=" Universal_System/Extensions/DateTime Universal_System/Extensions/Paths Universal_System/Extensions/DataStructures Universal_System/Extensions/MotionPlanning Universal_System/Extensions/Alarms Universal_System/Extensions/BasicGUI Universal_System/Extensions/ParticleSystems Universal_System/Extensions/Timelines" OUTPUTNAME="C:/Users/Owner/AppData/Local/Temp/egm6376538652707687857.exe" eTCpath=""


********* EXECUTE:
mingw32-make.exe Game WORKDIR="C:/ProgramData/ENIGMA/" GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=Win32 NETWORKING=None PLATFORM=Win32 CXXFLAGS="-std=c++11 -I../Additional/i686-w64-mingw32/include" COMPILEPATH="Windows/Windows" EXTENSIONS=" Universal_System/Extensions/DateTime Universal_System/Extensions/Paths Universal_System/Extensions/DataStructures Universal_System/Extensions/MotionPlanning Universal_System/Extensions/Alarms Universal_System/Extensions/BasicGUI Universal_System/Extensions/ParticleSystems Universal_System/Extensions/Timelines" OUTPUTNAME="C:/Users/Owner/AppData/Local/Temp/egm6376538652707687857.exe" eTCpath=""

******** Make Completed Successfully ********
`$exe` == '$exe': true
0 Adding Sprites to Game Module:
Done writing sprites.
Finalized sprites.
0 Sounds:
Done writing sounds.
0 Adding Backgrounds to Game Module:
Done writing backgrounds.
1 Adding Fonts to Game Module:
Iterating included fonts...
Allocated some font stuff
Copied metrics
Sorted out some font stuff
Expanded to 128 by 64
Finished packing font stuff.
Generating font map and metrics...
Allocated a big texture. Moving font into it...
Wrote all data for font 0
Done writing fonts.
0 Adding Paths to Game Module:
Done writing paths.
Closing game module and running if requested.
Running "C:/Users/Owner/AppData/Local/Temp/egm6376538652707687857.exe"
AL lib: (EE) alc_cleanup: 1 device not closed
Initializing audio system...
Opening ALURE devices.


********* EXECUTE:
C:/Users/Owner/AppData/Local/Temp/egm6376538652707687857.exe



Game returned 0
0