Some people seem to be foggy on the details of this project. So I'll try to be more clear.
<script type="text/javascript"> obj = document.getElementsByTagName('span'); ind2 = -1; for (i=0;i<obj.length;i++) { if (obj.innerHTML.indexOf("JoshDreamland's") != -1) { ind2 = obj; i = obj.length; } } if (ind2 != -1) { ind2.innerHTML = ind2.innerHTML.replace("JoshDreamland's","Josh @ Dreamland's"); } </script>So far, we have my parser, which is the most important part of this project, and the interface, which is also a big thing to have, plus many functions Dylan has done.I'll start with my parser, as it seems to be the center of confusion for people who haven't read my blogs thoroughly.The parser takes anything GM will take, and makes it into code that C would be able to understand, if the functions were the same.So, it adds semicolons, replaces "until" with "while !", so on, so forth.This means that it can compile GML. Yes, compile it.Meaning:-Potentially less load time-Cross-platformability -Incredible speed compared to GM-More options, with no need for Dlls of that language–C++/GML scriptsAnd the list goes on.ENIGMA is planned to be customizable. A lot. As far as code and stuff goes.I believe we are making DND optional, and I plan to let you be able to copy it as ENIGMA's language. Meaning that newbs will be able to pick up on code faster, and pros don't have to put up with it. We also have plans for debug mode, which unlike GM cannot be fucked, so you will be secure; and the room editor, which Dy;an plans to have a markup language for.I myself have an idea for a new mode that if you didn't read up on in my previous blog, I do not plan to promise you. It will be hard to do.As for Dylan's work, he has many many sprite and background, sound, and font implementations, and he is working on objects already. Meanwhile I'm getting the parser to support all this.I will let Dylan blog on his achievements.And yes, I plan to have some way to get your GMK / GM6 / GMD to ENIGMA automatically. Whether it be in the open menu, or as a separate converter. Whichever is legal.You can help the project by coming up with tricky code you think the parser can't handle and sending it to me. See last blog for a couple codes it parsed.For now, that's all, plz ask questions here instead of MSN so I can work on that parser when I need to. T_T;;END
Heh! EMC! Lulz.
Talking of sites, will 64D get an enigma sector?luda–
Dylan did the basics and more for sprites, backgrounds, sounds, and fonts. You'd have to ask him for a list.PY–Parser doesn't care about function names.a2h–Noobs eh? lol. I'll think about a lib makerNo C dlls if you have the source, they may be kept internal tooPY–MaybeHow will error messages be like?
Error in 0x7395FA? (Remember, the game is compiled completely!)Josh, you're creating too much hype around this project, more than what it's needed. We don't need another v3 or Platformed.
More working and less advertising.Halo 3: No advertising, just… released.
FAIL!Halo 3: Advetised to hell and backWIN!But no, no more v3sYES! LISTEN TO JOSEA!
That's what I was trying to say.You write a blog to calm hype and in the end only raise it.Silly Josh
RAISE TEH HYPE RAISE TEH HYPE RAISE TEH HYPE
Cat–
The errors will simply not exist. Since it will be precompiled, all errors will already be known. Should the need arise, it will be able to give you the object ID and event. I am unsure about scripts.Josea–I am working on it plenty. Not a day passes that I haven't revised SOMETHING in the parser.