#Import “*.png” or similar yet?

About Monkey 2 Forums Monkey 2 Development #Import “*.png” or similar yet?

This topic contains 6 replies, has 2 voices, and was last updated by  therevills 2 years, 3 months ago.

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  • #6381

    therevills
    Participant

    One of the things which is stopping me creating a large project in MX2 is that I have to declare all the resources via an import statement individually… there was talk of adding a wild card solution a few months ago, is it in yet or is there an ETA when it will be?

    (Another thing which is stopping me is the Windows XP issue: https://github.com/blitz-research/monkey2/issues/116)

    Cheers,

    Steve

    #6382

    Mark Sibly
    Keymaster

    There’s no file filter yet, but you can import directories ‘to’ directories, eg:

    #Import “assets/images/@/images”

    The trailing ‘/’ after ‘assets/images’ means ‘import all assets in assets/images dir’.

    The ‘@/images’ specifies a dest dir in output assets storage, so you can access files here with “asset::images/blah”

    Windows XP is not ‘officially’ supported sorry.

    It may or may not be theoretically possible to get monkey2 going on Windows XP (and if you or someone else can get it going, I’m happy to add the fixes to the repos) but I wont be attempting this myself.

    #6383

    therevills
    Participant

    I can totally understand why you dont want to support it, I dont want to support it but unfortunately for casual games it looks like a requirement. If you look on Big Fish Games site I could not find a game on their site which does not support it. I’ll send them an email to see if they accept non-Windows XP versions… but their market doesnt like updating their PCs!! 🙁

    (the “U” game engine still supports Windows XP: https://unity3d.com/unity/system-requirements)

    When I looked at it last, you are using the CancelIoEx which is only available in later versions of KERNEL32.dll, unknown if you are using anything else which stops it.

    Any news on the #Import “*.png” or similar?

    Cheers,

    Steve

    #6384

    Mark Sibly
    Keymaster

    Any news on the #Import “*.png” or similar?

    Probably not for a while now – need to take the ‘make some money’ thing seriously for a bit…

    #6386

    therevills
    Participant

    Thanks for the replies Mark, I’ll have a play with #Import “assets/images/@/images” it should be good enough.

    #6390

    Mark Sibly
    Keymaster

    Have you got monkey2 working on XP? Have you tried just taking out the CancelIOEx call? I think it’s only used by mx2 debugger…

    #6397

    therevills
    Participant

    No, and no I didnt try removing the CancelIOEx call. It was a really quick test, I compiled a test project and copied the output to a USB stick along with MX2 and stuck in the XP machine (which isnt set up on the network and is in another room). Copied the contents to the desktop and tried to execute them.

    When I get some time I’ll remove the CancelIOEx and give it a try. Is it just removing it from modules\std\process\native\process.cpp? Do I need to do anything in modules\std\process\native\procutil.h?

    It is also referenced in i686-6.2.0-posix-dwarf-rt_v5-rev1\mingw32\i686-w64-mingw32\include\ioapiset.h.

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