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Messages - Goombert

General ENIGMA / Poll: New LGM Event Selector
« on: April 21, 2019, 06:32:37 PM »

Hey guys. I want everyone's feedback on a new event selector we are proposing for LGM.

I know many of you have had frustration and find the current event selection unintuitive. Because of that, Josh created a mockup which is a critique of the GM5 event selector which I used to design the one in the pull request. You can download a prerelease jar of the changes in a zip from my pull request. I want to know what you guys think and whether I should merge it or if we should move forward with the event selection we already have.

I had previously been criticized by Josh for combining the Add/Replace/Duplicate options into "Modify" which is synonymous with "Edit" and thus confused him. I am taking a poll now to avoid making similar mistakes. The only way I can conceive of every imaginable criticism before merging this is to simply ask the community. So this is your chance to let your opinion be heard. Please let me know how you feel about this, thanks!

NOTE: Please understand that I am already aware the "Context" (previously "Object Window") resource menu breaks when you load a project. This is not a regression and exists in lgm16b4 too. I've filed a separate issue for this because I don't want to conflate it here. It will be fixed later on.

Issues Help Desk / Re: Cannot compile the source ("solved")
« on: April 16, 2019, 01:26:56 AM »
No, you were supposed to run just make like you did correctly. I'll have to look at that soon, I mean by default the setup on the Wiki is not even supposed to have anything to do with GRPC yet. I list the dependency to be installed just so when we announce its readyness, some users will already have it installed. Other than that, you shouldn't be seeing that make error. I'll look into it.

Issues Help Desk / Re: Cannot compile the source ("solved")
« on: April 15, 2019, 02:53:42 PM »
I think I see what the problem might be. Which target did you make? Was it just make or make all? The default installation in the Wiki is not supposed to have people building with GRPC yet (that's for the GRPC server which RGM uses for remote compiling). The default installation is only supposed to have you make the protocol buffers, compiler, and libraries.

Issues Help Desk / Re: Cannot compile the source ("solved")
« on: April 15, 2019, 02:19:07 PM »
Hi mistermano! I'm sorry for the frustration but am glad you at least managed to get past it. This is going to sound awful, but I don't yet have an explanation for this. This is all relatively new stuff we've built and added (the protocol buffers being moved into the compiler). I do recall when we first got started there was a problem finding that GRPC plugin for me on Windows too. However, nobody else has reported your issue here or had any similar issues, which is why I am confused. One thing I am considering is if you already had MSYS2 installed prior to trying to set up ENIGMA today?

The fact that restarting, trying the 32 bit MSYS, then restarting again and trying the 64 bit MSYS again finally worked is odd too. If you followed the Wiki, G++ would not be found because you likely only installed the 64 bit dependencies and thus the 64 bit G++ would not be found in the 32 bit MSYS by design. What I think actually happened is you missed the crucial step in the MSYS2 installation procedure on their site where you restart MSYS2 and then continue the system upgrade a second time (I know MSYS2 setup is convoluted and messy and why I want to create an automated installer builder for ENIGMA). So I think it would have fixed it if you had just restarted the 64 bit MSYS without bothering with the 32 bit one, I don't think the 32 bit MSYS had anything to do with it.

Regardless, this does seem to be a one off, and you've got past it now. If you can maybe reason through my questions and give some more feedback then maybe we can see if something should be changed. For now, I can't really say whether or not we can improve the makefile or this was just a fluke.

Edit: Also, I should mention a community member has been maintaining an easy setup installation method for future reference.

General ENIGMA / Re: GML updates for 2019
« on: April 09, 2019, 10:52:33 AM »
I like a lot of the ideas, except maybe exception handling which I see absolutely no use for. I feel exception handling won't actually find much use at all really. It will end up just like the asynchronous events. What feature GML really needs is async await and then the async events would have never really been necessary. We'll see what we are able to get done, we've been working on merging in the new JDI which is a necessary step to improving ENIGMA's parsing capabilities. I can say this is different than anytime in the past because I just built the new JDI branch myself and was able to run the sprite benchmark.

General ENIGMA / Re: My 2 cents worth
« on: April 08, 2019, 10:14:39 AM »
Quote from: Hugar
To the user it would seem as though ENIGMA is unstable when it is not.
To summarize the first half of your post, basically ENIGMA is rolling releases and your portrayal is an accurate description of software that follows such a release mechanism. As I said before, I am hoping that a stable versioned installer will be able to alleviate many of these problems as well as the difficulty with installation. An automated installer builder is pretty much all we need to build.

Quote from: Hugar
It is the ONLY software that builds natively to your Operating System, whether it is Windows, Mac, or Linux.
This is such an excellent point to differentiate us from the rest of the game engines. Although it sometimes requires more manual work than other game engines, it also means you can take it a lot more places. I've heard that some have gotten ENIGMA working on Raspberry Pi where GMS has, as far as I know, never built.

Quote from: Hugar
Even the ones returning, I am thankful for their continuing support and contributions, to the project and the community when the users ask for help.
Thank you so much Hugar, I truly appreciate your comments and feedback.

Announcements / Re: Reinterpreting EDL 2.0
« on: April 05, 2019, 09:35:14 PM »
Quote from: Darkstar2
Speaking of jokes, have you ever considered the possibility of re-writing ENIGMA from the grounds up, say, perhaps in DarkBasic

Quite frankly, I like the sound of rewriting ENIGMA in Darkstar2BASIC. I really want to see us get back to the basics of programming.

Issues Help Desk / Re: Conflict between Enigma and Embarcadero Delphi
« on: April 01, 2019, 02:36:15 PM »
Hi duzzell, tkg is right there. I can't say much without knowing if you've installed Delphi. Will you tell us please? Basically your problem seems to be the Delphi make tool is in your environment path and it's overriding the GCC one in MSYS2. You just need it to find the right make/fix your environment.

Announcements / Reinterpreting EDL 2.0
« on: April 01, 2019, 02:27:21 PM »
Hello ENIGMOs, I'm excited to share some exciting news with you all regarding ENIGMA's language design and the future of the engine. It has been a long and treacherous path in recent years to correctly parse C++ while balancing the user friendliness and smooth learning curve of traditional GML. After an arduous discussion on the prospects of JDI, we decided an alternative approach would give us everything we want and more.

I'm here today to announce that me and Josh have completely redesigned EDL from the ground up. We looked at earlier design cues that Mark Overmars took with GML and realized that we were emphasizing the C origins of the language way more than its COBOL or BASIC nuances. We believe there is no doubt that this reimagined EDL will serve to bring a vast new audience to the ENIGMA development scene like we have never seen before. Whether you feel that too many operators makes for a daunting language to memorize, or you prefer statements that read like English, EDL 2.0 will make you feel perfectly at home with Visual BASIC 6 all over again.

In order to make this easier for everyone we have outlined an incremental approach to replacing the current JDI over the coming months.

* The current JDI has to go, so we will begin by hoisting the current EDL up by its drag and drop boot straps.
* Once we have hammered out any regressions from the EDL->Drag and Drop conversion, we will delete the current JDI.
* I will then begin integrating the FreeBASIC compiler in place of the old JDI.
* A drag and drop -> VB6 converter will be developed.
* Finally, we will drop the EDL->Drag and Drop converter.

This would have been a nearly impractical objective in the past, but there has never been a better time than now for us to make this transition. There may be bugs along this road to progress, but if we can stick it out, I'm certain that we can usher in a new era of game development utopia. Please stay tuned and thank you all for your continued interest in ENIGMA!

General ENIGMA / Re: Suggestion: create "team" profile in LiberaPay
« on: March 28, 2019, 10:21:19 AM »
I gave it some more thought and talked it over with Josh and decided to take your suggestion. I have now signed up for LiberaPay and we will accept contributions through the service. I think it's a great idea to provide more options for contributing because I understand that there are many users who would like to contribute, but may be ethically or morally opposed to Patreon. Perhaps even LiberaPay is simpler for some people because they are already familiar with it, and that's fine too.

For now, I have only created an individual profile and not linked our social media accounts. As our use of LiberaPay grows, I will later coordinate the creation of a full team profile. Being a U.S. citizen, for now, I will only accept contributions in USD $ because that is easier for me and it also happens to be compatible for the contributions to be shared with other members of the team at the current time.

Those who are happy with the progress we've made or would like to see the project grow, please do consider supporting us on LiberaPay!

General ENIGMA / Re: Suggestion: create "team" profile in LiberaPay
« on: March 26, 2019, 10:00:50 PM »
Hey Dragonite, thanks for the suggestion. This is actually the first time I am hearing of LiberaPay and I think it's a great idea. I believe open source developers need to be rewarded more for their efforts. However, let me say, you may have missed that we do now have a Patreon for the project! One reason you don't see us being too vocal yet is because I did not want to force this on anybody, but contributions are helping significantly and provide motivation for working on the project. I'm hoping that we can get a lot more work done and taken care of first before adding the Patreon to the homepage and everything. We're making good progress, but there are some specific announcements I am planning to make first. That said, I am not sure if branching out to another service like LiberaPay just right yet is a good idea and I wouldn't mind more feedback on this from you, the other ENIGMA people, or anyone.

Tips, Tutorials, Examples / Re: looking for shaders
« on: March 17, 2019, 09:33:45 PM »
I have to update this topic because I noticed something. The "Precompile" option is apparently ENIGMA specific so it's not serialized by the GMX format I saved the project in. Please make sure you tick that box in my example before running. Sorry about this, we're going to get these kinds of issues worked out with RGM hopefully.

General ENIGMA / Re: Sorry, I really tried
« on: March 16, 2019, 04:21:06 PM »
fundies' point of view seems harsh but allow me to try to clarify it. He's saying that if you want to build applications (we're talking C++ now not GM/video games) there's little chance you can pull it off without running into a command line. Clearly YoYoGames themselves also make extensive use of command lines (I've seen comments by staff alluding to them having their own continuous integration testing which is almost entirely command line based) internally for development. The point of a program like GameMaker is to get rid of that and have a totally more graphical experience. Regardless, there's plenty of useful tools that are command line only where you simply don't need to use a UI. Quite frankly learning to use a command line is good for any computer user whether you are a developer or not. fundies just comes off rude because he is rude.  :)

Like I said, we'll continue looking at the problem. Another aspect of what fundies is saying is that the advanced setup serves as a sort of buffer to keep people from using the program that don't have a certain level of competency. In other words, it saves us the time of having to deal with too many users when we're understaffed as far as development goes (more people right now would only constrain our resources hindering development). I don't entirely agree with this elitist view of everything though and I try to help users when I can.

PS: Thanks to Microsoft Azure we may be able to have a nice installer generator since it lends a lot more compute resources to open source than AppVeyor. We were just discussing this on Discord.

Issues Help Desk / Re: Compiled game doesn't start?
« on: March 14, 2019, 11:16:16 PM »
Ok, yeah, try the workarounds.... if anybody finds anything more about this before I do be sure to share.

Issues Help Desk / Re: Compiled game doesn't start?
« on: March 14, 2019, 05:46:05 PM »
Hi Jan! I'm sorry you ran into this and I have been seeing some cases of it myself when building final games in compile mode. However, it seems to be random as some games will do it while others are just fine. It also seems to keep changing whenever I do an MSYS2 upgrade. I am interested in finding the root cause of this myself, but it's proved to be a little difficult since it sometimes won't occur when building with debugging symbols and gdb'ing the release exe doesn't yield anything useful because there is no debugging symbols! It's a bit of catch 22.

You can try maybe compiling the games with different systems (I specifically want to point my finger at OpenAL here as a potential cause of this). Another workaround, since you said the game works fine in run mode, is to copy and distribute the temp file exe of your game (the file path is printed in LGM's output window when you run the game). One issue with the second work around is you may end up with a terminal window when you double click the game. You can circumvent that by modifying the main makefile to link the Windows subsystem in Run mode (which tells Windows that it's a Window app not a console app). Just change the following line from Compile to Run, save the makefile, build your game, and copy the temp file.

Again, I'm sorry about this problem, and I will continue looking into it.