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Messages - sorlok_reaves

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31
How strange...  there should be a log with the actual error somewhere (maybe someone else on the forum know where?)

Your version of LGM is up-to-date, right? And you are using my aus_alpha1 branch in my fork of ENIGMA? (Although that shouldn't matter for loading the project.)

32
Proposals / Re: Allow me to use C++ in EDL
« on: December 02, 2014, 08:21:40 AM »
I think you'd also need:

Code: [Select]
{C++_instance}{std::vector<int>myVector;}
...where "C++_instance" means "put this in the object declaration for this object type. But what if you declare an integer? Then you'd need:

Code: [Select]
{C++_ctor}{my_var = 10;}
...where "C++_ctor" means "put this in the object's constructor". If you allocate memory, there's a strong argument for "C++ dtor" as well. Oh, and possibly "C++_header", which goes at the top of IDE_EDIT_objectdeclaration.h.

This is one way to do it "without any parsing". We could also parse the code and extract #include<> statements, removing the need for "C++_header"  ...but now we've gotten into parsing C++.

I think this is why everyone is hesitating on the issue ---there's no easy way to hack it in, and (for now) there's no way that's clearly the "right way" to do it.

33
Ok, I'll try it out. You're running this on the GL3 branch, right?

34
@egofree:
Thanks! Any suggestions for good games to port?


@time-killer-games:
Thanks for the heads-up; I still think Spelunky on ENIGMA would be fun, so that'll probably be my next project (once surfaces are fixed). Glad to hear that other people are restoring the classics too!

For now, I am not really concerned with mirrors or app store downloads, although thanks for the offer. Of course, the games I'm porting are released under the same licenses as they were originally, so you can basically do what you want within the restrictions of those licenses. (Though I would be careful about app store releases; you should definitely check with the original copyright holders.)

35
Thanks everyone; I quite enjoy working on my ports with ENIGMA. :)

36
General ENIGMA / Re: Quick question on fonts
« on: November 30, 2014, 10:35:45 PM »
Thanks for all the information everyone; now I fully understand what's going on behind the scenes.

37
General ENIGMA / Re: Quick question on fonts
« on: November 30, 2014, 05:02:38 PM »
Excellent! That's what I was hoping, thanks.

38
General ENIGMA / Quick question on fonts
« on: November 30, 2014, 03:37:08 PM »
Hey all,

Just a quick question on fonts. I compiled An Untitled Story using a bunch of custom fonts, and when I copied the executable over to another machine, the fonts "just worked". This is by design, right? What I mean is, I don't have to worry about distributing the fonts with the game, right?

39
Greetings all,

I'm very happy to announce that "An Untitled Story" can now be completed through the end, and I am bumping it up to alpha as a result. Behold:
http://youtu.be/--KJapCLrBE

Also:


Compared to Iji, this game had a lot more edge-case behavior that just "happened" to work (for example: mixing obj_1.value with self.value). On the other hand, its mechanics were a lot simpler, so I was able to get it up and running in far less time. Some bosses are still glitched, but all the essentials are there.

Thanks again for all your help, and good luck on your own games or ports!

40
Works in Progress / Re: An Untitled Story is about 8% playable.
« on: November 23, 2014, 08:17:34 PM »
Yep, this game is a lot of fun. Anyway, the default license for An Untitled Story is pretty clear:

Quote
Any game made by editing this source file or using any audio or
graphical assets contained in this source file must be released as freeware
and credit must be given to the original author (Matt Thorson).
It must be made clear that the released game is not the original,
official version released by the original author.

So I'll have to add an info screen, but it seems that a source port shouldn't be a problem.

41
Proposals / Re: Allow me to use C++ in EDL
« on: November 23, 2014, 10:23:23 AM »
I don't have an exact answer on this, but I have put some thought into it in the past. My thought process went like this:
  • Making a single "file" parse as C++ is pretty easy. (By "file" I mean "event, script, or timeline moment"). We just turn the parser off for that file.
  • A bracketed syntax like you propose is harder, since we need to integrate it into the parser.
  • One of the main challenges of code like yours is organization. Where exactly would this go? In some object's create() method? It looks like the class definitions should go into their own "header-like" area, and the initialization and ds_grid_set() code would go into the actual code.

Despite the challenges, I really like the idea of mixing EDL and C++, because it allows us (me) to easily experiment with different parsers, or different game engine scripting languages.

42
Works in Progress / Re: An Untitled Story is about 8% playable.
« on: November 17, 2014, 05:31:58 PM »
Yeah, the game is mostly BGs, so it doesn't make sense without them.

Surfaces are still mostly-broken, but this game doesn't use them. Surfaces affect Spelunky the most. The GL3 branch does help a lot, so I'll probably try to debug them again after that's merged.

43
Works in Progress / Re: An Untitled Story is about 8% playable.
« on: November 17, 2014, 08:09:46 AM »
Much better version, with sound! And backgrounds! And bosses!
http://youtu.be/Cin9OHm2qbI

44
Programming Help / Re: Constants?
« on: November 10, 2014, 07:01:44 PM »
Thanks for the information. I'll probably try to implement this next, since I need it for An Untitled Story.

45
Works in Progress / An Untitled Story is about 8% playable.
« on: November 10, 2014, 08:18:52 AM »
Voila:
https://www.youtube.com/watch?v=rt48LZNv45c

Still needs a ton of work; in particular backgrounds and constants are not working. But it's getting there.

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