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Messages - The 11th plague of Egypt

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1
General ENIGMA / Re: Splashscreens
« on: January 09, 2016, 07:25:41 AM »
How about this one?
Based on crxtrdude's one :D


2
General ENIGMA / Re: Splashscreens
« on: November 24, 2015, 02:54:06 AM »

I like this one.
Also, "LateralGM" could be written in "bold", or using a slightly bigger font.

How about this?

3
Off-Topic / Re: The curse of being a very wealthy indie developer
« on: September 03, 2015, 04:51:22 AM »

On top of that if I have a way to hide the fact I'm rich I would. Like if I could actually become rich without my name going out, then I think life would be a lot more normal. I think one of the problems why rich people feel isolated is because they actually isolate themselves.. like he bought a mansion in LA. If I was rich I would probably still live in an apartment.

Spot on Harri :D  ....as far as the apartment comment, well there's rich and filthy rich......might as well spend the money, you don't have to live in a mansion with 15 servants, but who lives in a cardboard box with that kind of money......... :P Not all rich people are miserable, and those who are make themselves miserable.
If I were that rich, I'd sleep in a cardboard box just to make sure everybody knows I can do what I want with my money, including "nothing at all".
If they start expecting you to behave "like a rich person", then they are already forcing you into a certain lifestyle.
No way!

4
General ENIGMA / Re: ENIGMA progress
« on: August 01, 2015, 08:38:33 AM »
Considering a large portion of Game Maker files can't even be run by ENIGMA... yeah, I don't think worrying about compatibility is worth it. Keeping use of ENIGMA and LateralGM similar to use of Game Maker is probably worth it, on the other hand.
Of Game Maker files, or Game Maker Studio files?
Last time I checked, most GM files worked fine.

5
General ENIGMA / Re: ENIGMA progress
« on: August 01, 2015, 05:27:29 AM »
Quote
Next for ENIGMA
the parser a lot simpler, like getting rid of the dynamically added variables. All variables local to an instance will have to be declared as "local". This is actually a small change that would break little, but could fix a lot of problems we have now with

I agree with that.  Like that idea.

Quote
I don't need - or even want - GML compatibility. Or GM compatibility in general. We don't need people porting stuff from GM to ENIGMA. We need people making stuff on ENIGMA.

Words of wisdom, and agree 100% !
Besides with big changes YYG is heading for, porting will be irrelevant and so outdated.  Time to actually shine and be better and faster. (in more ways :D)

Quote
Seeing as GM is slowly dying anyway, I don't think we need to follow them.

I agree, this whole acquisition is big sham in my opinion, and in the end people will find out why it was never a good idea for a gambling company to have put its nose in GM....I think it's obvious what interests they are after and where they are heading.

If we could at least keep GM compatibility up to GM 8.1/GMS 1.4, that would be great.
A lot of work has been done on studying and supporting the .gml file format, and it would be nice not to throw it all away.
The importer is still there, right?
Freeze the GM(S) support to a specific version and move on.
There are a lot of GML examples around, and remaking all those tutorials may not be as easy as it sounds :eng101:

6
Issues Help Desk / Re: Some Fervi's Question
« on: July 16, 2015, 08:18:55 AM »
Sorry, Harri; I thought I hit reply, but apparently my response is victim to the ages. Apparently the question of what a FSM editor would look like has been answered by Unreal3D. I would prefer the ability to group nodes (or ideally, to have nested state machines in nodes, for different systems to use) in my implementation, but otherwise, the U3D editor looks sound.

I don't know what you mean by every variable being a switch statement. I worked hard to make sure that isn't the case, even in var. Lookups between objects are switch statements when the type of the object is ambiguous (which, for ENIGMA, I think is every dot-access for custom locals).

I think our best option for providing GM "support" in the future is to make sure that the warnings and errors the compiler emits are easy to operate on. For example, GCC will warn when you say if (someVar = 10), suggesting that you wrap the assignment in parentheses. If ENIGMA emitted this warning, a compatibility layer (read: trainspiler) could replace = with ==.

I already had proposals to deal with Game Maker's lack of type system (and ENIGMA's failure to strongly introduce one). In Game Maker, choose(c_red, obj_sunflower, 10.5, "hamster") is completely valid. ENIGMA retains this; the return type is var. In a better language, this would be disallowed, while choose(c_red, c_green, c_blue) would be allowed, and even choose(obj_sunflower, obj_ladybug, obj_cloud) would be permitted. This is the easy part. The hard part is knowing that instance_nearest(x, y, obj_sunflower) is not just instance_t, but an instance of obj_sunflower. I am still thinking about elegant ways of addressing this, from a language design standpoint.

I won't labor over what else to include in this post, because if I do, it might end up not being posted, again. So yeah, just some initial thoughts.
Meh, I'm using Python now. Duck typing is nice.
Sometimes it's convenient to have functions return different types.
That does not mean that types aren't there
Code: [Select]
print(3+"3")  # doesn't work
print(str(3)+"3")  # works
The interpreter disallows savage cast.

7
Issues Help Desk / Re: Some Fervi's Question
« on: July 16, 2015, 08:11:41 AM »
yo guys this is embarassing to ask, but i havent been feeling well since december due nutricional problems, thus why i dont hardly use my computer for anything anymore. Im not up to leaving bed more than just for about a meal a day and using the bathroom. If anyone is interested in testing the linux extention i uploaded for fervi and report how it goes, it would be huge help, whoever has the time to do it. I basically just use my phone to post stuff its about all i can do to function. Thank in advance!! :)
Sorry to hear that. Nice beard BTW.

8
Off-Topic / Re: Unity Technologies CEO Steps Down
« on: January 20, 2015, 05:46:40 AM »
Sounds reasonable!

Instead of integers, you could use Enums, to make it clearer.

I still don't understand how you handle the events, beside the click.
Or how you can differentiate between left click and right click.

If I could pass a Listener reference (or list) to that constructor, that would be good.

Besides, doesn't Enigma have support for keyboard events?
You could hook that up with a reference to a keyboard object, maybe.

What I found most confusing about the Unity GUI was how difficult it was to avoid making a mess of circular dependencies.
Maybe a QT inspired signal-slot paradigm could help your case?

9
Off-Topic / Re: Unity Technologies CEO Steps Down
« on: January 19, 2015, 09:53:42 AM »
Talking about UI's, I have been working on a very basic (but still powerful) GUI extension for ENIGMA. It's already in the master, but I am working on some changes and improvements now. When I make examples and maybe write some doc's, then I will post a topic. It's actually based on Unity's old UI system. I find it verbose, and because we lack things like objects and pointers, then our's is even more verbose (I made a topic about references here: http://enigma-dev.org/forums/index.php?topic=2110.0). But it's still better than nothing, and it's quite fast. Probably faster than implementing one on your own in ENIGMA. My only motivation for making it is that I constantly need simple widgets, but I am tired of duplicating code. Right now I am making a node editor for a project of mine (inspired by UE4), but it could be made into a shader editor or something (which ENIGMA lacks).

Is it like the old Unity GUI, event-wise, or just layout-wise?
Please, don't tell me both :)

10
Off-Topic / Re: Unity Technologies CEO Steps Down
« on: January 18, 2015, 05:17:40 PM »
This is old news.

Unity successfully released their new GUI, included in version 4.6.
Plus, the code of that very GUI is now Open Source.
https://bitbucket.org/Unity-Technologies/ui

That does not mean they can still screw this up, but since this summer I've seen a lot of good changes.
Namely, they started fixing more bugs more quickly.
http://unity3d.com/unity/qa/patch-releases

11
Developing ENIGMA / Re: MinGW 64
« on: January 17, 2015, 03:53:00 PM »
Thank you for the effort.

By the way, there's also the option of using TDM-GCC.
It's probably the easiest way to get both 32bits and 64bits compilers to live together on Windows.
It uses Mingw64 inside and it comes bundled with many IDEs (e.g. CodeBlocks).

http://tdm-gcc.tdragon.net/

12
Off-Topic / Re: An article about Enigma on 'Gaming on linux'
« on: January 14, 2015, 06:54:00 AM »
I don't really know.

I've recently come back to C++ and I have to say, it's by far not the most intuitive language.
It's on the opposite side of the spectrum compared to GML.

The biggest mistake here seems to have been trying to reconcile the irreconcilable.

C and GML share some (a few) similarities.
C++ and GML are two completely different beasts.

It's weekly typed vs strongly typed, after all.
Plus many other things.

13
Off-Topic / Re: Outcast Reboot HD
« on: December 22, 2014, 05:33:54 PM »
Unfortunately, the kickstarter campaign has failed, but the developers didn't leave the goal to make a reboot HD version. Meanwhile, they decided to make a slightly updated version, outcast 1.1, which runs smoothly on modern computers : http://store.steampowered.com/app/336610/. The goal is to make the original game more famous for the new generation.

Quote
About this version
Outcast 1.1 has been recompiled from the original source code and improved to run smoothly on today's computers.The main improvements compared to the original version are: multithreaded voxel renderer for higher performances, software bilinear filtering on polygonal meshes, part of the HUD redesigned to match higher resolutions, new high-resolution sky paintings, new launcher, native support of xbox gamepad, user-friendly controller configuration, a lot of bugs fixed and improved stability.

That's the way to go.
If more publishers released actually updated versions instead of repackaged DOSBOX versions, that would be great.
That is, if they don't completely screw up and make a mess of a buggy "remake".

14
General ENIGMA / Re: Improving rooms editor
« on: December 15, 2014, 06:12:22 AM »
I added a new checkbox : 'Edit other layers'. If the checkbox is checked, the user can select a tile, regardless of its layer. Also i fixed the bug where it was not possible to move again the selected tile.


Looking at the title of the tab and the name of the buttons, the first thing that comes to my mind is "Add adds a layer", "Delete deletes a layer".
But from this discussion, I gather it doesn't really work like that, does it?
And why is there an Add tab too?
The difference between the Add tab and the Add button may not be so clear.

15
Announcements / Re: Java Easy Image Editor 0.0.1
« on: December 12, 2014, 06:26:23 PM »
Then save that time :D

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