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Tagged: Defenstar, Pyro2, Revengestar, Tiled, Typoooh
This topic contains 181 replies, has 23 voices, and was last updated by
Amon
6 months, 3 weeks ago.
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October 3, 2016 at 1:57 pm #4241
Pyro for monkey2 basically has 3 main modules. There is the low level ‘framework’ module, a scenegraph module and a gui module. The framework module contains various helpers for graphics, math, base64, serialisation, screen managing, pixel collision, arrays, pathfinding, texture packer, xml and more. I am working towards a first release now so hopefully somewhere this month! The framrwork module will be made available through the Monkey2 module manager and our download page. The framework module of Pyro will be free! Just to be clear, this does not include the scenegraph and gui module! ( scenegraph and gui are commercial products ) I just need to wrap up the docs and examples.
With all this out of the way I can continue work on the editor: http://playniax.com/SAF/editorwl/clip1.gif
October 3, 2016 at 3:57 pm #4244Neat! So that is your GUI running there? Just curious.
Looks good.
October 3, 2016 at 5:34 pm #4248Yes, it’s the Pyro GUI. Mojox was not available at the time and also nothing wrong with alternatives
October 3, 2016 at 8:57 pm #4252… and also nothing wrong with alternatives
I totally agree with that..
October 5, 2016 at 3:50 pm #4280It’s now possible to open multiple projects and copy sprite maps between them! Tiles will be a bit harder.
Oh, and I added a context menu! But it doesn’t do much yet except look pretty…
October 6, 2016 at 5:59 am #4289Nice looking!
What is the base for editor? Mx1, mx2, bmax, … ?
October 6, 2016 at 10:06 am #4298October 8, 2016 at 5:40 pm #4342I just uploaded a new Pyro 2 preview due to some Monkey 2 changes…
October 9, 2016 at 3:21 pm #4367Tony,
Thanks for making the framework components free! I hope this will make the adoption of the language go a lot more smoothly. Are we able to contribute to it at all? Dual licensed or has one of those code giveaway agreements or such? I really like the idea of building up the toolbox to give the mx2 community a good running start once it’s ready for commercial development.
And of course, having a vertically-integrated editor like pyro2 will be awesome. Exciting stuff!
October 9, 2016 at 5:04 pm #4368October 9, 2016 at 5:25 pm #4369Phew, got rotation of multiple objects working!
October 12, 2016 at 2:55 pm #4422I made some changes to the ( pixel perfect ) collision layer module today. With Ignition X and Pyro you needed a little editor to create image pixel masks. The editor is able to create a mask automatically but Pyro 2 can now do this without using an editor. It uses the alpha channel to create the pixel mask. The collision layer can also adjust its size automatically now ( before you had to set the size your self ).
These demos use the pixel perfect collision module:
http://www.playniax.com/SAF/gz/
http://www.playniax.com/SAF/spiral/October 14, 2016 at 2:11 pm #4432I continued porting the Duel demo to Pyro today 2. Lighting is not in yet so it looks weird.

Pyro 1
Pyro 2 ( without lighting but will be added )October 14, 2016 at 2:37 pm #4433Editor looks good
Are scenegraph and gui modules complete ? And is there Box2D support yet ?
October 14, 2016 at 4:58 pm #4435 -
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