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Messages - edsquare

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181
Off-Topic / Re: MacOS Counter-intuitive?
« on: July 30, 2014, 07:53:34 PM »
Yea I know about bootcamp, still don't want a mac with windows nor with linux, you forget that in most cases macs come with less usb ports, and in some cases without a cd/dvd combo because fuck the user, they have to use their (ours really  ;) ) machines the way we tell them.

Did you check the price of the CPUs? I could buy the xeon and save money (10 to 20 bucks), have you seen a mac while open? I have, it's a nightmare to upgrade, also the ram slots... how much would a different motherboard cost you? about 50 extra bucks?

The price difference is around 1000 bucks if I remeber correctly, search the bits and do the math maybe youll save less but don't tell me mac's are sold at price and with the OS on top. Please, that's a fantasy.

Make the comparison but don't make it in the most expensive stores, go where you can buy the same stuff but cheapper, and I'm not suggesting low end anything, same brand, same model better price. If here in México is possible to save about 400 bucks in a regular pc by putting it together yourself at least I could save the same amount on a mac clone.

There was a time when a mac was something special, when their hardware was special because they didn't use the same hardware that other pc's, then a mac was faster than machines with more ram and bigger gpu's, why? lots of stuff was done at hardware level instead of at OS level hence the speed gain. In those days a mac was the machine for graphic design, much as irix was the os for movie fx and 3d animation, those days are gone.

Mac's are still good machines but a little bit overpriced, and if you dont save half or more is because you'll buy one case, one motherboard, one cpu and so on, something manufacturers don't do, the buy in bulck and save because of that.

182
Off-Topic / Re: MacOS Counter-intuitive?
« on: July 30, 2014, 06:07:30 PM »
What community-written code ended up in OS X that is now inaccessible and/or not still part of an open source project?

Since it's closed source we cannot know can we?, But that's not the point, did they use community writen code on the development of their closed source OS or not? If you or I can download said code can we then develop an OS-X compatible distro? In opensource projects you take and you give back, if you close it how can we know what upgrades you did to the community's code that you are not releasing? Illegal? I doubt it. Unethical? Youbetcha!

What parts or product are you using to beat which Mac?

I don't remember right now but it's not that hard to find out, will do so in a couple of days, same power all around and we can check prices.

I don't really care about your opinion on Mac's right click functionality, just the false claims.


Okey.

EDIT:

Challenge accepted  :D

Look here: http://lifehacker.com/5919132/build-the-mac-pro-that-you-wish-apple-released

And here: http://www.tonymacx86.com/section/295-customac.html

Not exactly the same machines is true but, most mac users, if given one in the mac case with a hackintosh install wouldn't know the difference, another advantage the clone has is that I get to choose my OS And change it whenever I fill like it, without having to kiss steve's ass!

183
You can compile in Debug mode, and then launch the game from terminal. It should print any errors you might have. It is possible that somehow graphics broke specific to linux, but I don't want to believe that. It's more possible that there is a driver problem because we might now use something either your driver or your hardware doesn't support. But that is also improbable. For me, also saving in EGM fixed the sprite options to get saved. I suggest you do the same. Also, download newest LGM and plugin.

Okey will compile in debug mode and launch dbg  (Y) (why is this neccesary? the debugger should a part of the ide)  :-\

Noted the egm and not other file formats, will do so in the future.  (Y)

About updating enigma and lgm... That's what got me in this mess! :D  Everything was working but since nobody was complaining about the updates I tought they were working properly (Am I the only Linux user?)  :o

184
Our graphics systems are cross-platform (GL at least) and functions are implemented in general. So if draw_sprite works in windows, it will work in linux. The problem could be with platform specific stuff though. Like setting up context or something.

You know a lot more about enigma's code than I do, so I'll bow to your knowledge.  :D

The reason I thought that is because the updates I remember seing were most about graphics, and a couple about the room editor so, since it worked a few weeks ago at most, I'm sure the bug was introduced around that time.  :(

I can launch enigma in a terminal and compile a game and post the content of the terminal if it helps.?

185
Off-Topic / Re: MacOS Counter-intuitive?
« on: July 30, 2014, 10:39:30 AM »
You can still download the Darwin/XNU source code (https://www.opensource.apple.com/) and it's not like they just rebranded some BSD distro without writing any of their own code.

Even if they had rebranded it it would still be legal. Did they write some code? Yes! they certainly did, and also people from the opensource community contributed to it, only when it was stable enough did they closed the source. Didn't know you could still find the source for Darwin, my bad.

It also turns out that every time I look for machines with specs equivalent to Apple hardware, whether it's off-the-shelf or putting it together myself from parts, I hit the same price points.

Really? Here in México I checked the prices for a similar box that I was going to ensamble myself and it did cost a lot more than the machine I ended up buying but nowhere near the price of a MAC, hell I could buy an Alienware box and still save a few bucks!

Hate on two-finger-right-click all you want, but you're making crap up.

I do not hate two-finger-right-click (never have used a mac), neither am I making shit up, Everything Mac did was legal but not completely ethical.

186
Maybe a linux user can help you then.

I'm guessing it's a bug on the graphics system, but hey, thanks anyway!  (Y)

187
Graphics and Video / Re: Gifs for my top-down scrolling shooter
« on: July 30, 2014, 09:55:12 AM »
Quote
In computer graphics everything is drawn with polygons. A sprite is 2 triangles, making up a quad. You can actually use "d3d_set_fill_mode(rs_line);" in a 2D game to enable wireframe. What you will see is that all sprites are still triangles/polygons.

In vector graphics sprites and backgrounds and everything is drawn with polygons.

In raster graphics everything is drawn by bitblt, progressive scan, or raytracing.

In computer graphics everything is generally drawn by vector or raster graphics.

I for one would like to see more vector graphics in video games, I think they provide a lot of quality especially at varying resolutions.

Yes I would also like vector graphics, and may be temped to use them if:

One I managed to complete a game without enigma fucking me over.  :)

Two if I knew how the fuck to implement them on enigma, or they work out of the box?  ;D

And finally

Three if some one hadn't fucked up Inkscape, now I can't convert and save the way I used to, it tells me it's working on it but ends up not doing it, or it gives me some kind error message I havn't looked it up since I don't use inkscape that much.  ::)

188
Quote
You tried GL3.... Okey will search for the option but... shouldn't it work out of the box? I mean so far not a single one of my games has nothing really complicated since I'm still learning enigma.
GL3 IS out of the box (as in you don't have to install anything). It's just not the default GS option.

Yea, it's just a couple of clicks away but... nobody mentions this, the troubleshooting section needs an overhaul  ;)

Quote
The sprites, thats another thing, I did enable the transparency more than one time but it keeps on showing that way.
It could either be a bug or a compatibility problem with GMX format. I would recommend you to use EGM.

It makes no difference what format I use, EGM, GMX, GMK it's all the same, and it is a bug read on.  ::)

Quote
You are running windows or linux?
I do work on Windows though. I don't know how broken Linux is.

Funny stuff is after the first trouble opening GMX files I got to try the Isometric Mario example (Thanks to Robert's timely fix), and it compiled and ran without a hitch! Now after some updates it just wont run properly. Did I mention I ended fucking two games I was working in? And this because I tought I was doing something wrong and that was the cause for the sprites not to show on screen.  :(

Quote
As per TED advise did change the configuration to compile with GL3... Now I don't have the background!  ???
That's weird. I just tested GL1 and it works fine for me as well. Here is what I see in GL1 and GL3:

Here's what I see in GL1 and GL3 in that order:  :o






Quote
Since I was experimenting with it went and tried OpenGLES but... It's not implemented?  ???
GLES has never been implemented. So don't even try. I am not sure why the selection option was always there... I guess to "motivate".

Maybe not to forget they want to implement it?  :D

Quote
By the by, the configuration window, is too big for my screen (1280 x 720) and I can't see everything on it nor can I resize it.  :raise:
I guess it should be resizable. On my laptop 1366x768 it also barely fits.

No guess man, it either adjusts to the window size and has a scrollbox or it's resizeble and has a scrollbox; I'll go even further, it should be both. :)

189
As per TED advise did change the configuration to compile with GL3... Now I don't have the background!  ???

Since I was experimenting with it went and tried OpenGLES but... It's not implemented?  ???

Code: [Select]
compilation terminated.
make[1]: *** No hay ninguna regla para construir el objetivo «Bridges/xlib-OpenGLES/Makefile».  Alto.
make[1]: se sale del directorio «/home/eduardo/enigma/ENIGMAsystem/SHELL»
make: *** [Game] Error 2

By the by, the configuration window, is too big for my screen (1280 x 720) and I can't see everything on it nor can I resize it.  :raise:

190
It's totally visible in my room and when I run the game I see the dragon which I can move, and the boss which moves by himself. So it seems to be working for me. I tried GL3 only though, as in my branch GL1 is not running at the moment. Will fix it and test it there too.

edit: Also, you should enable transparency pixels for those sprites, so they don't have a solid block around them.

You tried GL3.... Okey will search for the option but... shouldn't it work out of the box? I mean so far not a single one of my games has nothing really complicated since I'm still learning enigma.

The sprites, thats another thing, I did enable the transparency more than one time but it keeps on showing that way.

You are running windows or linux?

191
Off-Topic / Re: MacOS Counter-intuitive?
« on: July 30, 2014, 12:20:41 AM »
OS-X is a ripoff of BSD, since their license at the time did allowed for you to take the code and close it it's not illegal, also they used the community for a while to help them develop the OS as they wanted it (For a while you could donload OSX Darwin source code) and when it was stable enough they closed it and gave the community the finger.

For those reasons and the price tag on any mac product I say...

FUCK THEM!

192
Graphics and Video / Re: Gifs for my top-down scrolling shooter
« on: July 30, 2014, 12:13:41 AM »
I see games with tons of more  complex sprites, graphics no problem, 2D or 3D memory is used, should not be an issue in this case.  If you have lots of rooms and lots of graphics you could optimise your memory usage and performance using dynamic resource handling and only loading the assets you will be needing for a given room as opposed to loading EVERYTHING in memory/video memory at game start, and removing from memory what is not used anymore.  These type of sprites are compressed and have decent file size so they load quickly. No need to complicate things :)

First I need to make one game with one level work.  :(

Then I can start thinking about several levels and dynamic handling.  :raise:

You should see the original size of those MFs! One is over 1200 x 1200 Pixels per layer!

The smallest is around 700X500! :o

But since to play a game with sprites of that size you need a 50" monitor and a gazillion mb of ram... 

193
Trying to fix it I managed to make everything crash, so I opened GM Apprentice and started making the first game, step by step and it runs but...

No objects, sprites, instances, characters, player/enemy, or whatever you want to call them are visible on the room.

Here's the compile output:

Code: [Select]

Building for mode (0)
Cleaning up from previous executions
 - Cleared parsed objects
 - Cleared room entries
 - Cleared shared locals list
 - Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 0xa5041270
Copying resources:
Copying sprite names [6]
Copying sound names [0]
Copying background names [1]
Copying path names [0]
Copying script names [0]
Copying shader names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [6]
Copying room names [1]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
6 Objects:
 obj_boss: 12 events:
  Event[0]:   Parsing 1 sub-events:
Check `obj_boss::create... Done. Parse... Done.
  Event[7]:   Parsing 1 sub-events:
Check `obj_boss::boundary... Done. Parse... Done.
 obj_dragon: 12 events:
  Event[5]:   Parsing 3 sub-events:
Check `obj_dragon::keyboard_0... Done. Parse... Done.
Check `obj_dragon::keyboard_38... Done. Parse... Done.
Check `obj_dragon::keyboard_40... Done. Parse... Done.
  Event[7]:   Parsing 1 sub-events:
Check `obj_dragon::boundary... Done. Parse... Done.
 obj_baby: 12 events:
 obj_demon: 12 events:
 obj_evlbb: 12 events:
 obj_fireball: 12 events:
Creating room creation code scope and parsing
"Linking" scripts 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 events
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `make'
Full command line: make Game WORKDIR="/home/eduardo/.enigma/" GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=None NETWORKING=None PLATFORM=xlib CXX=g++ CC=gcc COMPILEPATH="Linux/Linux" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="/tmp/egm6255824931593963559.tmp" eTCpath=""
/usr/bin/make -C ENIGMAsystem/SHELL
make[1]: se ingresa al directorio «/home/eduardo/enigma/ENIGMAsystem/SHELL»
g++ -Wall -s -O3 -fno-rtti -fno-exceptions -DPATH_EXT_SET -IPlatforms/xlib/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I/home/eduardo/.enigma/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/SHELLmain.o SHELLmain.cpp
g++  -o "/tmp/egm6255824931593963559.tmp" /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/libEGMstd.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/SHELLmain.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/xlib/LINUXjoystick.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/xlib/XLIBfilemanip.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/xlib/XLIBmain.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/xlib/XLIBsystem.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/xlib/XLIBwindow.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/General/POSIXthreads.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Platforms/General/UNIXfilemanip.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLbackground.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLblend.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLcolors.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLd3d.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLenable.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLmatrix.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLmodel.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLprimitives.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLprofiler.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLscreen.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLshader.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLshapes.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLsprite.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLstdraw.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLsurface.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLtextures.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLtiles.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/GLvertex.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/OpenGL1/OPENGLStd.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GSbackground.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GScurves.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GSfont.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GSmath.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GSsprite.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GSstdraw.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/GSsurface.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Graphics_Systems/General/glew.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Audio_Systems/OpenAL/ALadvanced.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Audio_Systems/OpenAL/ALbasic.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Audio_Systems/OpenAL/ALsystem.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Collision_Systems/Precise/placeholderlinks.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Collision_Systems/Precise/PRECfuncs.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Collision_Systems/Precise/PRECimpl.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Widget_Systems/None/nowidget_impl.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/backgroundinit.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/backgroundstruct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/bufferstruct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/CallbackArrays.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/callbacks_events.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/collisions_object.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/darray.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/debugscope.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/depth_draw.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/dynamic_args.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/ENIGMA_GLOBALS.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/estring.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/fileio.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/fontinit.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/fontstruct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/globalupdate.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/graphics_object.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/highscore_functions.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/image_formats.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/instance.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/instance_planar.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/instance_system.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/lives.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/loading.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/lodepng.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/mathnc.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/move_functions.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/multifunction_variant.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/object.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/planar_object.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/rectpack.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/reflexive_types.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/resource_data.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/roomsystem.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/shaderstruct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/soundinit.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/spriteinit.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/spritestruct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/terminal_io.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/transform_object.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/var4.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/var4_lua.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/zlib.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/Alarms/alarmcode.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/Timelines/timelines.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/Paths/path_functions.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/Paths/pathinit.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/Paths/pathstruct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/MotionPlanning/motion_planning.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/MotionPlanning/motion_planning_struct.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/MotionPlanning/mp_movement.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/DateTime/date_time.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_actions.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_effects.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_attractor.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_changer.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_deflector.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_depths.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_destroyer.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_emitter.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_particles_apiimpl.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_sprites.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_system_apiimpl.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_system.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_system_manager.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_type.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/ParticleSystems/PS_particle_updatedraw.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Universal_System/Extensions/DataStructures/data_structures.o /home/eduardo/.enigma/.eobjs/Linux/Linux/Run/Bridges/xlib-OpenGL1/graphics_bridge.o  -lz -lpthread -lX11 -lGL -lGLU -lopenal -lalure -lvorbisfile -lvorbis -ldumb -lz
******** Make Completed Successfully ********
6 Adding Sprites to Game Module:
Built to /tmp/egm6255824931593963559.tmp
make[1]: se sale del directorio «/home/eduardo/enigma/ENIGMAsystem/SHELL»
Done writing sprites.
Finalized sprites.
0 Sounds:
Done writing sounds.
1 Adding Backgrounds to Game Module:
Done writing backgrounds.
1 Adding Fonts to Game Module:
Done writing fonts.

0 Adding Paths to Game Module:
Done writing paths.
Closing game module and running if requested.
Running "/tmp/egm6255824931593963559.tmp"


This is the console output when I just launch enigma:

Code: [Select]
Java Version: 10700 (1.7.0_55)
Loading lib files in /home/eduardo/enigma/lateralgm.jar
01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
 05_score.lgl 06_extra.lgl 07_draw.lgl
Llamando `make eTCpath=""`
> make -j 3 -C CompilerSource
> make[1]: se ingresa al directorio «/home/eduardo/enigma/CompilerSource»
0
Process terminated
> make[1]: No se hace nada para «all».
> make[1]: se sale del directorio «/home/eduardo/enigma/CompilerSource»
Comenzando Enigma:
Failed to create make directory at /home/eduardo/.enigma/
Linking up to IDE
Implementing JDI basics
UnimplementedUnimplemented

Choosing language: C++
Reading GCC builtins
Read key `defines` as `cpp -dM -x c++ -E $blank`
Parsed `cpp` `-dM -x c++ -E "/home/eduardo/.enigma/enigma_blank.txt"`: redirect=yes
TRUE

*********** EXECUTE
  `/usr/bin/cpp`
  `-dM`
  `-x`
  `c++`
  `-E`
  `/home/eduardo/.enigma/enigma_blank.txt`

Call succeeded
Read key `searchdirs` as `gcc -E -x c++ -v $blank`
Parsed `gcc` `-E -x c++ -v "/home/eduardo/.enigma/enigma_blank.txt"`: redirect=yes
TRUE

*********** EXECUTE
  `/usr/bin/gcc`
  `-E`
  `-x`
  `c++`
  `-v`
  `/home/eduardo/.enigma/enigma_blank.txt`

Call succeeded
Searching for directories between "" and ""
Toolchain returned 32 search directories:
Creating parse context
Parsing settings...
TOINT: 0
TOINT: 0
TOINT: 1
TOINT: 0
TOINT: 0
Setting up IDE editables...
%e-yaml
---
treat-literals-as: 0
inherit-equivalence-from: 0
make-directory: "%HOME%/.enigma/"
scalar-precision: 0
angular-unit: 0
inherit-strings-from: 0
inherit-negatives-as: 0
inherit-escapes-from: 0
inherit-objects: true
inherit-increment-from: 1

target-networking: None
target-audio: OpenAL
target-windowing: xlib
target-compiler: gcc
target-graphics: OpenGL1
target-widget: None
target-collision: Precise

extensions: Universal_System/Extensions/Alarms,Universal_System/Extensions/Timelines,Universal_System/Extensions/Paths,Universal_System/Extensions/MotionPlanning,Universal_System/Extensions/DateTime,Universal_System/Extensions/ParticleSystems,Universal_System/Extensions/DataStructures

Creating swap.
Dumping whiteSpace definitions...
Opening ENIGMA for parse...
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_planar
 >> Checking ancestor object_basic
Determining build target...

Starting platform inspection
 - ENIGMAsystem/SHELL/Platforms/Android/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/iPhone/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/Cocoa/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/Win32/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/General/Info/About.ey: Opened.
 - ENIGMAsystem/SHELL/Platforms/xlib/Info/About.ey: Opened.
 Done.


Attached the game file.

Thanks for the help.  :)

http://www72.zippyshare.com/v/27259472/file.html

194
Graphics and Video / Re: Gifs for my top-down scrolling shooter
« on: July 29, 2014, 09:09:42 PM »
You can just draw the four propellers over top of the image, if you're really looking to save memory. I'd suggest keeping it how you have it, though, unless you're programming for embedded systems. If you're going to be drawing shitloads of planes, drawing fewer polygons will be much better for you. (You still have to draw the whole plane; you'll actually just be drawing more pixels and more polygons to sew the propellers on over top.)

So yeah, unless graphics memory is a huge concern, leave it how you have it. It's better for performance and for code quality.

So, if I understood you right it works both ways, but... To make it work placing the propellers correctly requires more coding and it makes almost no difference unless memory, cpu and gpu are a huge concern (embedded or older hardware). Right?

Drawing fewer polygons? It's a 2D game although the planes do look kinda 3D they are not. Or you end up using polygons anyway?

Thanks for all your help Josh!

 (Y)

195
Okay, the parser's being pretty stupid. But you left the original var iID = in there; all you did was add another declaration above it. Remove var from that second line entirely.

Fuck!  >:(  You're right! :o  What a moron! :-\ How could I make such a stupid mistake?  ???

Fixing it right away.  (Y)

EDIT: Fixed it, it worked, thanks a lot Josh!

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