NewsPoll: Regarding community/forums
ENIGMA on SourceForge
By a2h | Posted June 13, 2008, 11:29:32 PM You heard right. ENIGMA's on SourceForge now. The website will remain here at enigma-dev.org, however, downloads will be moved to SourceForge. This means that you can download with local mirrors, and it also solves some... hosting problems. Currently only r2/noGCC is uploaded, because my upload speed is made of fail. But anyway. http://sourceforge.net/project/showfiles.php?group_id=230668 EDIT: the full version of r2 (zip) has been uploaded. Bugtracker usage
By a2h | Posted May 28, 2008, 05:35:53 PM Can we please stop posting duplicate reports. You people are saying "yeah i get the same problem", OK, you're intentionally posting duplicates? To mitch: Implement marking bugs as duplicates... R3 Information
By Josh @ Dreamland | Posted May 17, 2008, 03:28:21 PM FeaturesI'm doing more things to the third alpha to make it more like Mark Overmars' program Game Maker.Syntax checkThis new release will indeed have a syntax check--which I am currently working on--for its off-brand language.Behind-the-scenes processingR3 will also have some nifty things as far as 'apply a direction and speed, and watch game work' goes. That will take like five minutes to do; the hard part is making hspeed and vspeed change with direction and speed, and vice versa. Nevertheless, it will get done, and it will get done right.draw_textI have implemented a basic draw_text(), and it is functional. I'll leave it to anyone who wants to work on it after R3, and I say this with high hopes for a potential new ENIGMA Team member X-Tra Fear, from the GMC. He is, from what I have seen of him, a GL expert. Which will certainly not hurt ENIGMA's speed and functionality.More callback related functionsIn R3 you will find the keyboard callback of R2, as well as complete mouse button callback (all events and functions) for all three buttons, and the mouse wheel.CollisionsI'll let the rest of the cat out of the bag here. Ludamad from 64Digits has been working on a large collision system to power enigma, which from what I've seen has more than twice the features Game Maker offers. I do not have any data on speed for either Game Maker or ENIGMA to share with the public, but I am confident it will be fine. Luda has spent time optimizing the code to work with bits instead of chars, as many professionals do in similar systems. I can assure you it is memory efficient and assume it is speed efficient as well.iENIGMAI have a release of GCC for Mac, but I lack a Mac to install it on. I may be able to gain access to it on the Macs at school, in which case ENIGMA R3 will support OS X development. I still haven't decided on and installed a version of Linux, so please be patient, Linux fans. This is also an invitation for anyone who has Linux or Mac to do me a favor and work on the callback for all that good stuff. It should be a two hour job to port ENIGMA to either of the consoles for anyone who knows what they are doing with the respective API, as all ENIGMA's draw functions and behind the scenes operations such as var, data structures, FPS measurement, etc. are all completely cross platform. The job meerly entails using the API to keep track of button status for all keys and mouse buttons in a small array, and to create a game window of the proper size with GL enabled.Thanks for reading, I'll be syntaxing. -Josh Progress report, again
By Josh @ Dreamland | Posted May 08, 2008, 04:27:58 PM Just for regular visitors' info: ENIGMA R3 is ready. This is labeled as the official "alpha" release, and is what I would have liked for you guys to have seen in the very alpha releases one and two. However, I figure I may as well chalk it with some last minute goodies and general goodness. I have some giant surprises in store for release 3, assuming I can depend on the work and words of three or four individuals. So get ready. R3 is looking stable, and on the way. | ![]()
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Please vote. The end result of the poll will decide whether the communities will merge, and if so how.
http://enigma-dev.org/forums/index.php?topic=129.0
Joshedit
Smell that? It's time to hijack a newspost!!
So, as usual, listen to what a2h says. But aside from that... It's time for an update.
ENIGMA R3 is going very, very well. Though I haven't heard from Luda about implementing the collision system, we will likely do that, though I can not promise it. I may have to stick on bbox based collisions for the time being, but we'll see.
However, I have some amazing news for those of you who do not like LGM's room editor. However, the news is totally secret. :3 But I have had great success with the idea so far, and it will be in R3 for all to see. It will give us a new edge on level design; that much I will say.
Next off, I've totally reorganized everything in R3 twice, as well as recoded var twice, which lets me safely say that var will be stable for R3, and that we LIKELY will have the Linux version ready and MAY have a working Mac version for R3.
Additionally, some bad news. It seems some graphics cards, in fact, most graphics cards, have some kind of problem with OpenGL, such as the complete inability to draw sprites and any sort of surface. These functions were implemented for Windows 95; all are supported since Win95 service release two. HOWEVER, somehow not only is the newest set of functions I use not supported, but neither are the ancient ones.
On a brighter note, however, I have seen no problems with getting a working syntax checker online, as well as removing every single bug from the compilation process. LGM no longer freezes on error, and, in fact, all syntax errors and unimplemented functions are reported.
R3 has seen a great deal of recoding and rethinking. It is faster and more stable than ever.