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Messages - edsquare

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196
Graphics and Video / Gifs for my top-down scrolling shooter
« on: July 29, 2014, 05:17:17 PM »
Got stuck with the opensurge mod and it was because I tried to fly when I can't even walk!

What I mean is this: Programming a game is not the same as programming regular applications, so I decided to start humble in order to learn the finner points of lgm-enigma, gml, edl, and if possible c++, so I started with an Asteroids clone, but the code is from a tutorial and for some reason it doesn't work, well to forget about it for a while I made this gifs for a 1945 look alike (While the images are not really mine I did enhance them and the propellers are mine and mine alone):







I have a question though: Do I need the whole plane on evry image? or just the propeller is alright? In my pc both look good but I don't know in a game, and here in the forum I can see which one doesn't have the plane in all the images.

197
I'm back!

Okey as advised I upgraded to the latest LGM/ENIGMA, made the changes Josh suggested but still no luck  :(

Code: [Select]

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
In file included from SHELLmain.cpp:106:0:
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In function ‘variant _SCR_master_bullet(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)’:
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:236:13: error: redeclaration of ‘var iID’
         var iID = instance_place(enigma::glaccess(int(self))-> x, y, asteroidParent);
             ^
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:235:13: error: ‘var iID’ previously declared here
         var iID;
             ^
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:236:67: error: ‘y’ was not declared in this scope
         var iID = instance_place(enigma::glaccess(int(self))-> x, y, asteroidParent);
                                                                   ^
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:236:70: error: ‘asteroidParent’ was not declared in this scope
         var iID = instance_place(enigma::glaccess(int(self))-> x, y, asteroidParent);
                                                                      ^
make[1]: *** [/home/eduardo/.enigma/.eobjs/Linux/Linux/Run/SHELLmain.o] Error 1
make[1]: se sale del directorio «/home/eduardo/enigma/ENIGMAsystem/SHELL»
make: *** [Game] Error 2


What am I doing wrong?  :-\

198
Off-Topic / Re: Freakin' Ouch
« on: July 26, 2014, 09:38:45 PM »
Actually, I don't know what you mean by impacted, I had all four removed (not in one session though) because I didn't had enough space for the teeth to actually emerge, two of them had 4 roots and were welded to the bone, even lost part of the ceiling of a sinus and that one kept troubling me even after the gums had healed.  :(

I wasn't trypping but then again the doctor didn't sedate me, only local anesthethics and that was it, all four times.  :(

What I do remember is the excruciating pain the next day when the swelling started, MF! I wished for some heavy use drugs for the first time in my life!, but... since I lived with my mom still... no such look, get well soon.  :D

199
Okay, that's strange. Could you separate var iID = to var iID; iID = and see if that fixes it? The current parser seems to only check the first parameter of functions for variables.

Will do and keep you posted, thanks!  (Y)

200
Developing ENIGMA / Re: Iji on ENIGMA
« on: July 26, 2014, 01:52:55 PM »
It looks very nice, thanks for sharing and for improving enigma also !  (Y)

Ditto  (Y)

201
Here's the full error output:

Code: [Select]

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
In file included from SHELLmain.cpp:106:0:
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In function ‘variant _SCR_master_bullet(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)’:
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:235:67: error: ‘y’ was not declared in this scope
         var iID = instance_place(enigma::glaccess(int(self))-> x, y, asteroidParent);
                                                                   ^
/home/eduardo/.enigma/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:235:70: error: ‘asteroidParent’ was not declared in this scope
         var iID = instance_place(enigma::glaccess(int(self))-> x, y, asteroidParent);
                                                                      ^
make[1]: *** [/home/eduardo/.enigma/.eobjs/Linux/Linux/Run/SHELLmain.o] Error 1
make[1]: se sale del directorio «/home/eduardo/enigma/ENIGMAsystem/SHELL»
make: *** [Game] Error 2


The gmx enigma report's it as corrupted and that it managed to extract only part of it, could that be the source of the problem?

Here's the egm I'm workin in:

http://www51.zippyshare.com/v/32245687/file.html

Why is it, that, if an attached file is too big; the forum erases my whole post instead of just reporting the issue and not attaching it?  ???

Thanks again in advance  :D

202
Going to need more context here. Where is asteroidParent being used that it isn't declared?

It's a GM tutorial for gml, thanks for the interest, tomorrow will upload the code, too tired and have to get up early.

203
Issues Help Desk / Re: Desktop Launcher error on linux
« on: July 25, 2014, 05:06:13 PM »
Imagine this - I have ENIGMA installed here: "C:\enigma-dev\"
On Windows if you open console (cmd) you are by default in "C:\user\username>", so when I type this: "C:\user\username> java -jar C:\enigma-dev\lateralgm.jar", then it will try to find the plugin folder and the .dll in the "C:\user\username\", so it errors. This is fixed by the ENIGMA.exe though. That automatically sets the working directory, so if I call it instead "C:\user\username> C:\enigma-dev\ENIGMA.exe" then it works fine. So if I make a shortcut to ENIGMA.exe it works fine too. But there is no such thing as ENIGMA.exe on Linux. Maybe we should make one...

What we need is an installer but, since not all linux distros use the same installer it's rather tricky, I wish I knew how to make a deb file, so I could do it; other possible solution would be to mirror Enigma and it's IDE on launchpad, if the project had a stable and development branch you just upload the files to launchpad and it builds the debs for the ubuntu versions you as the uploader mark.

204
Issues Help Desk / Re: Desktop Launcher error on linux
« on: July 25, 2014, 04:11:42 PM »
Well the path is to the executable, but WHERE does the executable gets run from? Even in Linux, when you call a program it's called from current directory. So the question is it looking for the .so (the ENIGMA has a ".dll" on Linux right?) in the folder with the executable, or is it looking for it on the desktop? And it is looking for the plugin on the desktop? So the thing called "working directory" as it is called on Windows, is very important. But I am not sure how it works in Linux and how to change that.

Now I get it  :D The executable is not on the same directory as the shortcut, so I need to put the enigma folder on the desktop too, will do that and see if it works.

Thank you!

205
What can I do? Been searching but can't seem to find how to do it, a similar game developed in GayMaker doesn't have the objects parents declared and it's supossed to be a tutorial  ???

Any help welcome, even if it's just to point me to where I should've seen the solution and didn't because I'm that dumb sometimes...  :D

206
Issues Help Desk / Re: Desktop Launcher error on linux
« on: July 25, 2014, 03:15:50 PM »
I guess it's something to do with working directory. Maybe the shortcut makes LGM to run in the desktop as working dir? Does your shortcuts have any options? On Windows every shortcut has a "Start in" parameter, which specifies where the exe is actually launched in. In your case it should be where LGM is located.

Not sure if it's the same as your start in parameter, but it has a path to the executable, it does find it and launches it but it doesn't allow scripting, debugging, runing and much less compiling.  :-\

207
Issues Help Desk / Re: Desktop Launcher error on linux
« on: July 25, 2014, 01:55:03 PM »
Also when I launch ENIGMA from the desktop shortcut I can't run, compile, debug a game; since those functions are not available unless I launch it with the run enigma bash script.  :(

208
This has become too much of a pain and so I'll be installing Ubuntu via an actual disk image hopefully by no later than next weekend. I've been busy. Thanks anyways edsquare, I really appreciate it! :D

Great! If you don't want to reboot the pc you could also use a virtual machine only to test the games, that is assumming you have the ram for it.  ???

209
Issues Help Desk / Desktop Launcher error on linux
« on: July 24, 2014, 04:45:49 PM »
Created the launcher by right clicking on the desktop and pointing to lateralgm.jar, it launches but it gives me this error:

Can't update ENIGMA.

Enigma can't execute because your platform isn't recognized or there are not 'make' definitions for your platform.


Code: [Select]
Operating System: Linux
Version: 3.13.0-32-generic
Architecture: i386

Java Vendor: Oracle Corporation
Version: 1.7.0_55

Available processors (cores): 2
Free memory (bytes): 7356624
Maximum memory (bytes): 518979584
Total memory available to JVM (bytes): 28389376

File system root: /
Total space (bytes): 105670909952
Free space (bytes): 25932128256
Usable space (bytes): 20557529088

Stack trace:

I'm using LinuxMint 17 Quiana which is the latest LTS LinuxMint version, LGM says it's the 1.8.5 version.

210
Programming Help / Re: C++ short delay when using CIN
« on: July 24, 2014, 01:26:15 AM »
worked correctly (at least on pascal they do), but even on C++ you can have more than one return if you need it, to check that something did x or y you can then pass the integer for error management, I think.

Gotcha.  and BTW I learned Pascal in school :P  But I have not used Pascal a lot actually, so I forgot lots, I still remember readln and writeln lol.

Right now i'm sticking to C++, EDL, GML for a while should keep me busy and out of trouble lol!

Didn't mean to say you should switch to pascal, I reference it because it's fresh in my memory and it's compiled like C++

Quote
Dynamic allocation on C++? Is that possible?

Let's say you want to declare an array but you don't know in advance the size, you can't do this

Code: (C++) [Select]
int x = 100;
int array[x] ; //... etc, it needs a constant. so that won't work....

the new allows this.........

Here is an example,

Code: (C++) [Select]
int i = 200;
char* p; p = new int[i];

Another example is you want to read a file and store it in memory,
you would get the file size first, store it in a variable and then declare the pointer and allocate RAM based on the file size (dynamic allocation).

There are many uses for that, such as creating data base reading into memory, reading files, using arrays of variable or unknown sizes, etc.

Hope I have this right :P

I'm going to be using this in my new dynamic resource engine :D

Gotcha, I thought you meant dynamic memory allocation, which I believe it's not possible unless you use an interpreted language. (the garbage collector)  :D

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