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Messages - edsquare

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301
Off-Topic / Re: Holes in everything...
« on: July 11, 2014, 02:58:27 PM »
To TKG:

ALL religions and all gods are man made, if there's a god he sucks at:

Management.- The natural disasters, the way the religion is a bussines more than anything else, etc.

Design.- Search for the Laryngeal Nerve of a Giraffe, it is a really bad enginering design, also who in his right mind puts a recreation area nex to the waste disposal plant?

Justice.- Infinite punishment for finite crimes, I'm not perfect but I would never throw my son in a dungeon (let alone hell) for not loving me and me alone. Homosexuality is an abomination? Thinking someone is hot/sexy is a crime? You should stone your rebeld children in the town square?

Comunication.- How come there are so many versions of the "holly" "sacred" book? Not only the judeo/christian/muslim versions, the Rig-Veda, the Bhagavad Gita among miriad others.

Originality.- Most of the judeo/christian mithology is a blatant copy of previous mithologies: Noe-Gilgamesh, Jesus-Mithras-Osiris-Dionysus, among tons of other examples.

Veracity/Accuracy.- The earth is not flat, the firmament is not a dome, the stars are not fixed or hanging from/to anything, humanity does not descend from a single pair of ancestors, the animals were not "created" in their current form, there is no way a wooden boat big enough to hold all the animals of the earth (at least a pair of each, in some cases seven animals) could survive the supposed flood, how did the cangaroos reach the arch and got back to Australia without leaving bodies behind? where did Noe store all the food for the animals? (even conceding the hypothesis of the carnivores becoming vegetarian the plants would not last that long fresh) How did the fresh/salt water fishes survive the colapse of their ecosystem? When the waters receded there was not a single square meter of fertile land anywhere, how did Noe plant anything? how did the ecosystem and mankind recover fast enough for the babel tower myth to take place?

I rest my case.

Yes I am an atheist, but that wasn't always the case, in fact I'm an ordain mynister.  :o

302
Programming Help / Re: hard time debugging
« on: July 11, 2014, 02:12:41 PM »
Maybe including ccdebug would be okey?

http://sourceforge.net/projects/ccdebug/

303
Off-Topic / Re: GM:Studio Standard Now Free
« on: July 08, 2014, 05:42:24 AM »
Yoyo has renamed the resource-limited free version, made Standard free, added a made-with-GM splash screen, and made the Mac export $100 (everyone who previously bought Standard or Pro and thus had the previously-free Mac export still has it).

I just downloaded the free standard of GM Studio (1.3.1347) to do some testing, and when i try load my project :



Removed the resource-limited version ?  >:(



You didn't read carefully enough. :D

304
Off-Topic / Re: Game Develop goes open-source !
« on: July 04, 2014, 08:39:50 AM »
Tried it, a bit buggy on linux, almost as easy to use as Stencyl, and was freeware, now that it is openource maybe it will se some serious development.


305
Issues Help Desk / Re: Enigma's Project and Github
« on: July 04, 2014, 08:28:47 AM »
Sorry - I know little English (12 years, just the basics: D)

When I used "zip -9 *" - the program compress files only
You need to use recursion (-r) to compress directories.

Zip does not compress directories and therefore nothing worked as it should: P

Fervi

On linux install gzip all from your software manager, and just use the graphic interface to choose directorie you want to compress, it will do it correctly.

306
Issues Help Desk / Re: script threading does not work
« on: June 28, 2014, 05:32:24 PM »
JustDefineIt, or JDI, by JoshDreamland is the new compiler, and it can parse the Standard Template Library and allow use of vector and other collections. It also has the capability of compiler scripts essentially allowing var access functions and dynamic execution such as execute_string() only if the user wants it of course. The biggest feature is proper pretty printers, meaning it can properly export your code to JavaScript allowing us to do HTML5.

You mean this?:
https://github.com/JoshDreamland/JustDefineIt/tree/master/src

Over a year without commits, is it finished?

307
Issues Help Desk / Re: script threading does not work
« on: June 28, 2014, 03:15:20 PM »
In contrast with what Harri just said, the new compiler does support atomic types however.

What new compiler?

308
Third Party / Re: Sprite/Map Editor Almost Done!
« on: June 26, 2014, 10:24:28 PM »
Nice edsquare, it's nice to see a lot of third party tools and applications for GM. You don't see many these days. This is actually very much on topic as well.

Thanks for the kind words, they make up for the shock of not finding the post in the forum where I posted it  :D , for a moment there I thought I had broke some rule.

Any way a little update in the progress:

1) Solved the import of bmp and png files (sorry only those for the moment)

2) Solved converting bmp to png and back (Therefore the export to those formats)

3) Added brightness tool

4) Solved transparency (alpha chanel)

5) Working on transformations, rotations and...

6) ANIMATIONS! If I manage to do this you will have your map animated before importing it to ENIGMA!
    This means you'll have scrolling backgrounds, animated trees, water, clouds and other stuff.

309
Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 03:20:17 PM »
Gnome did almost what I'm talking about with Vala/Genie, although not having used one or the other I don't know how dynamic is Genie but Vala is supossed to be in the vein of C/C++.

https://wiki.gnome.org/Projects/Genie

310
Third Party / Re: Sprite/Map Editor Almost Done!
« on: June 26, 2014, 02:59:38 PM »
That's great, but I think you meant 32bit not byte :)

Yeah you're right a small mistake as long as I don't do it while coding.  :)

Also if (and that's a big IF), I change to 64Bit Operating Systems, then there will be both 32 and 64 versions, also I'm thinking of releasing it to the wild on Sourceforge so maybe somebody will join to the project (The IDE not only this piece of software).

I also found a good 2D Game Engine done in Lazarus/FPC, this may be the beggining of something!

At least if I can integrate the engine, the map editor, the sound creator (found online made with you guessed right: Lazarus!) and other bits and pieces to the IDE then I will release KGD (Killer Games Development) for FPC.

This would put me closer to fully integrate the IDE with ENIGMA, since the engine is scene based and that is almost as good as having the actual Level Editor!

311
Third Party / Sprite/Map Editor Almost Done!
« on: June 26, 2014, 02:01:27 PM »
Just to communicate you that my Sprite/Map Editor is mere days from entering the testing phase (by me), then Ill be ready to make an alpha release for further testing.

It's suposed to be a part of the IDE I'm still developing for enigma, although this part is 2D oriented only.  :D

If you'd like to participate in the testing feel free to ask me in this same thread, for the moment (until someone sees fit to donate me a Mac) only Linux and windows 32Byte versions will be released.

312
Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 11:51:38 AM »
Yeah but Java has a lot of advantages.

1) It's developed to be cross-platform, so there is no having to rewrite your app in Mono using GTK#
2) Java applications tend to boot faster on average, I've noticed this myself.
3) JavaFX can do 3D and stuff now as well as OGG audio playback.
4) Windows Forms is the only GUI available for C# Microsoft hasn't made a CSS engine yet, JavaFX has one.

Yeah but Python is more stable

It also is crossplatform
It boots really fast
It can do OGL, OpenAL, GLES, Allegro, OGG and a ton of other things
It has a lot of GUIs
It's community driven and developed
It has less security breaches than Java and C#, and they are fixed more quickly
Did I mention the simplicity, beauty, and ease of learning?
I can only find one but : But it doesn't have a native compiler!

If I knew how I would make my life's goal to develop a Python-like/Python-compatible compiled language, it would be as easy and simple and could use Python's libraries; that's the wet dream of many programmers.  :D

313
Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 07:44:46 AM »
Sorry I made a typo, I meant Oracle or the community, anybody. I was talking about the Java Native Compiler it's the closest thing Java ever got to compiling natively but it is horribly outdated. Microsoft on the hand is developing their .NET native compiler and it's actually functional.
http://blogs.msdn.com/b/dotnet/archive/2014/04/02/announcing-net-native-preview.aspx

I get it, not to mention that C# is ten times easier to learn, read and understand than java, but the only interpreted language I wish had a compiler is python, that is a trully beautiful language, concise, precise, with tons of libraries and the easiet to learn I know.

314
Off-Topic / Re: LateralGM ported to CPP
« on: June 25, 2014, 11:05:51 PM »
ed, I still wish should would get off their asses and make the JNC work though.

What? Where? Who?

even if they fixed the JVN (Java Virtual N?) I still think Enigma need a compiled IDE

315
Off-Topic / Re: LateralGM ported to CPP
« on: June 25, 2014, 07:20:52 AM »
Weird, I noticed it converted all the Swing controls verbatim. Anyway it would take substantial effort to even build this, what would be more practical is something like a Java Native Compiler, which sadly doesn't exist, but a C# one does and Microsoft is making it. Well Java does have one, but it's outdated.

At any rate, the whole point of a C++ IDE for us to have something efficient, it would be better to take a bottom up approach to writing and developing it so that we can optimize it as we go instead of just gluing everything together as we go.

I hear you, and couldn't agree more, same thing happens when I'm making something, be it a POS system or something much more simple, the bottom up aproach not only garanties everything works it also gives you more modularity, since every piece of code must work well on its own and in place.

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