Command Line Interface Improvements

Cleaned up the command line interface.

* Added some Linux code, haven't built for it yet though.
* Corrected parsing of actions.
* Collision events are now loaded.
* Fixed tile and instance id's
* Fixed all postponed references stuff, still some minor things to work out, specifically parsing actions to use the id instead of the string name for less ambiguity in action arguments. Basically so you can have two resources of different types with the same name.
* Important note: extensions must be sent in the correct order in ENIGMA settings for some odd reason, I had alarms after paths and it was segfaulting when setting an alarm variable, but the vars were being initialized so idk.
* Also commented out where someone left a print state in the screen_redraw, which is retarded, please remember to comment this shit out before committing. Again, we need our own print functions to make it easier to pipe this shit where we want it.

The CLI can now properly build the FPS example by Mark Overmars, ignore the lack of transparency for sprites that feature is completely removed from Studio and the GMX format.
http://gmc.yoyogames.com/index.php?showtopic=524525
![FPS Example Built From CLI](http://i.imgur.com/xpMQUmy.png)

One of TKG's games also builds through the command line now as well, however there are some issues. JDI spits so much shit out it was taking the console an hour to print it all, only after restarting emake piping its output to a text file was I able to build his game in less than 30 seconds, which is still significantly faster than the IDE. But the output pipe file was 1.24 GB's, JDI needs to have some settings for filtering out its bullshit messages.
![Attack of the Naked Block Heads](http://i.imgur.com/KIou7x6.jpg)

Project Mario also builds through the command line now.
![Project Mario](http://i.imgur.com/CEaXL7x.jpg)

All of this considered this pull request can be merged.