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Messages - Goombert

Off-Topic / Re: The Atomic Game Engine goes open dource
« on: March 20, 2016, 08:12:20 PM »
Interesting find, I had not seen this one yet. Everybody and their mother is making their own game engine now...

Third Party / Re: Gmrename - Global Renaming Tool For Gm:S Projects
« on: March 17, 2016, 06:11:10 PM »
Hehe I intended to add this to LGM but did not finish it, like the import feature of GM8.1. It is something that needs completed but not in this next release.

Tips, Tutorials, Examples / Re: 3D physics
« on: March 13, 2016, 03:33:26 PM »
Hi bethleem, I was the one who originally started working on the ENIGMA exclusive extension. The Box2D one was essentially finished but I never had time to finish the Bullet one very much so it is not at this point very usable.

Issues Help Desk / Re: blaadffaedhhdgfjgfj
« on: March 13, 2016, 03:31:44 PM »
ERROR(SHELLmain.cpp,20,19): Could not find cstdlib
  Checked ENIGMAsystem/SHELL/
  Checked C:/ProgramData/ENIGMA/
  Checked c:\users\joseph\desktop\gmstudio-installers\archive\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/
  Checked c:\users\joseph\desktop\gmstudio-installers\archive\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/i686-w64-mingw32/
  Checked c:\users\joseph\desktop\gmstudio-installers\archive\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../include/c++/4.8.2/backward/
  Checked c:\users\joseph\desktop\gmstudio-installers\archive\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/include/
  Checked c:\users\joseph\desktop\gmstudio-installers\archive\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/include-fixed/
  Checked c:\users\joseph\desktop\gmstudio-installers\archive\enigma\mingw32\bin\../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/include/
ERROR(SHELLmain.cpp,21,19): Could not find cstddef

This looks like the real problem. Did you try running enigma.exe as an administrator?

Issues Help Desk / Re: blaadffaedhhdgfjgfj
« on: March 08, 2016, 03:49:42 PM »
Did you install the 32 bit Java? Remember, when using ENIGMA only the 32 bit Java is supported. LGM can use 64 bit just fine though.

Proposals / Re: shadowblitz16's suggestion topic for lgm and enigma
« on: February 04, 2016, 12:50:56 AM »
I don't know, I don't think so Harri, I am pretty sure you would have to check view_current in the player's draw to stop it from drawing in any other view besides the first one. Think about it, if the player walks in the left view they will be shown on the right half of the room. Or am I crazy? I can't think of anything else...

Proposals / Re: shadowblitz16's suggestion topic for lgm and enigma
« on: February 03, 2016, 01:03:08 PM »
I understand now, but I think that is overengineering the problem in like 95% of the cases. It would be nice if that could be simplified, but wouldn't you have to tag which objects should wrap and which ones shouldn't? Like you may want the asteroids to repeat but not the ship, it would look weird having the player/ship repeat. Then you'd have to add a flag for every instance, and that would clutter the UI more than it needs to be I think.

Proposals / Re: shadowblitz16's suggestion topic for lgm and enigma
« on: February 02, 2016, 01:29:13 PM »
I don't think I understand... We mean connecting rooms together like a Super Mario overworld? Josh has had ideas about that.

Works in Progress / Re: Croky
« on: February 02, 2016, 01:27:58 PM »
There is actually a new LGM coming rcobra, you can view my current change log on GitHub.

It's not completely finished yet but there's a number of issues addressed.

I can't quite understand what you mean about the sound problems, if you could try to describe them better it would help.

I am working to fix a lot of broken things and clean up the code in LGM quite a bit.

Proposals / Re: shadowblitz16's suggestion topic for lgm and enigma
« on: February 02, 2016, 11:47:17 AM »
Here's my honest opinion on these suggestions so far. Some I like, some ideas I've already had, and others need thought out more.

1. For the first one, I've stated already it could be useful, but my concern would be that the tile system would become overcomplicated. It would need done in a way that makes it optional to not add overhead to games that do not use it.

2. Both of those we've wanted for a very long time, except the texture editor. I already added the ability to load a texture into ENIGMA without also treating it as a background or sprite.

3. That's a good idea, but I wouldn't put it in LGM. That was similar to the goal of the Synth look and feel, to make a skinnable look and feel that can be styled with XML. A designer to make look and feels for Swing would be nice, but it would be a better idea to make it its own separate program so other Java developers could use it for other programs. Also, Google the "Web look and feel for java" because it has CSS styling support. It has a number of issues in the current LGM that will be patched in the next release, but it would be best to wait for v1.29 of Web L&F also because it fixes things like resizing MDI frames.

4. Thought of it already, there's also an open feature request for it on LGM's tracker by me.

5. This idea needs fleshed out, I think that's a little overkill. However, I do think the GM manual is terrible at describing data structures. It could definitely use some more thorough documentation on the subject, and so could our wiki. I think it would be helpful to add better examples of when to use the structures and how to think about data structures because usually they each have their own purpose. Another possibility is that it could be use for editing constants if you wanted to make a constant array.

6. I've already had the idea of path branching and it's something wanted, but it would probably differ too much from GM. The idea would be to make it an undirected graph where a point can be connected to more than two other points.

7. Yes, but maybe not as full blown as you mean. GMS did add asynchronous events to handle parts of the multiplayer, but the implementation is pretty atrocious. It would be nice if you could simply drag an action and have the location of an object synchronized with the other players for you.

8. There's already a drag and drop action for that, and it's possible to make a scrolling background in the room editor. I really don't know what else could be added.

Developing ENIGMA / Re: Translations Help
« on: January 31, 2016, 11:20:33 AM »
Ok from Microsoft I managed to dig up this.

Quote from: MSDN
Cet article a fait l'objet d'une traduction manuelle. Déplacez votre pointeur sur les phrases de l'article pour voir la version originale de ce texte. Informations supplémentaires.

Which translates the version number components as the following.
Quote from: MSDN
<major version>.<minor version>.<build number>.<revision>
<version principale>.<version secondaire>.<numéro de build>.<numéro de révision>

Do you think this implies we can just use the word build in French?

Micro was also a different format, that is Major.Minor.Micro.Build

Developing ENIGMA / Re: Translations Help
« on: January 30, 2016, 08:03:17 PM »
I think I found something ego, but I can't read the page as I know only intermediate Spanish.'un_logiciel

Quote from: French Wikipedia
Lorsqu'un numéro de version est composé de trois nombres, ils sont respectivement appelés : majeur, mineur et micro (en anglais major, minor, micro).

How would Majeur.Mineur.Revision.Micro sound to you? Does that seem consistent with the English version to you as a speaker of French?

Programming Help / Re: Something wrong with "with"
« on: January 30, 2016, 10:57:26 AM »
No it has nothing to do with importing the project from GM, it would occur if it was made in ENIGMA anyway. What you have identified is a legitimate bug in ENIGMA's compiler. It's likely the case nobody ever considered that corner case for the with() construct and that's why other is not being defined. Josh knows a lot more about with() because I think he had to write it. I'm fairly certain after your tests now that "other" doesn't equal anything, it's not being set basically. A ticket should be filed on ENIGMA's tracker with a SSCCE, an isolated test case not your whole game, so that it can be fixed. I will do this for you later today when I have time.

Developing ENIGMA / Re: Translations Help
« on: January 30, 2016, 10:48:57 AM »
Certainly, it's actual the Microsoft Windows format for version numbers. When you make a tiny change to a program to fix a bug then you make a new build and update the build number. The build number updates each time the program is built again. When you've made a number of builds or you make a backwards incompatible change then you should make a new release and increment the release number. After so many releases you should make a minor release and increment the minor revision number. And when you've made enough minor releases you should finally make a major release, the difference between GM7 and GM8, and increment the major version number.


Is also what I've been kind of following for LGM changes. Just not as strictly. Like for instance how I'm working on 1.8.7 after as well as 16b5.

Programming Help / Re: Something wrong with "with"
« on: January 29, 2016, 07:19:42 PM »
Hey wolffelson! There is something different about how with() works in ENIGMA. I can't actually tell you, being more the LGM maintainer, but I believe there are currently issues with it in ENIGMA. Josh would be able to tell you more about it. However, I don't think this is actually related to with, but rather, I think it might be a problem with object locals. Try moving instance_create calls into a local variable and use the local variable for the with() first. Also I don't think other would be defined in the create event, unless I misunderstand how GM works, have you tested to see if it works in GM?