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You can’t have pixel perfect cascaded bitmap rotation unless you use only pi/2.0 multiples. Even a single pi/4.0 rotation is not pixel perfect. Play arround with gimp or whatever image program and you’ll see it can’t be done. The edges seems to have the same length but are not represented by the same number of pixels thus rounding thus data lost. In you app case they look different because the center of rotation is different thus other rounding. (and there’s some sin() cos() under the hood when rotating with a matrix to refer to another of your post I’ve read)
You’ll have to go parametric and draw stuff only once when the final rotation/translation/size is known (doable with matrix), and on a canvas you won’t rotate later! Or you can also go vecto-drawings (which is even more parametric).
You could also use bigger images then scale them down so the jaggs are less visible but it won’t be pixel perfect neither, that’s how gimp and other image manipulation program will do under the hodd (adding (bi)linear interpolation and antialisaing to look nice)Shouldn’t you post that on the named forums and keep mx2 community free from negativity..?
November 18, 2017 at 6:27 pm in reply to: [ANDROID] Build Error – DIDDY2 and Building Module Errors. #11808It looks like you had not been building modules for Android. You have to do it once before you Can build you app or build a third party module.
The language manual (almost finished!?) in .docx and .md printable versions
http://turdus.be/monkey2docs/mx2-printable-ref-manual.zipNo printables for the mojo and mojo 3D module for now..
Ok I though this was not new and that the new feature announced in the blog post was not for generics.
I still don’t get when the class has been instantiated if the program could not run. Afaik you have to call New() to get an instance. Or Mark meant instantiated in the compiler logic?
Anyway, nevermind, if it’s a generics thing I know the purpose of it
thanks
And I don’t get how a compilation error can occur while the class is instantiated, wouldn’t it be a runtime error?
In the language reference the only thing that is still missing is specific generics topic. there is an “article and tutorials” but there isn’t much things in it for now
As for tutorials you have pakz for basics:
https://github.com/Pakz001/Monkey2examples
https://github.com/Pakz001/Monkey2-3Dalso a good step by step tuto on chipmunk+timelineFX
https://github.com/peterigz/Monkey2Tutorials
there are other github repos with mx2 code but it’s a bit more advanced and/or not in a tutorial format.. (nitrologic, nerobot, strangeismyname, abakobo,…)
Yes you have to use short paths or you may encounter filepath too long errors. The max paths length depends on the os. There is already an issue on github about that. But well it works fine if you use short paths (like C:/mx2-projects/myproject).
I think it’s due to a ted2go bug. Sometimes if you just click on the file thumbnail it doesn’t really switch to it, you have to click inside the text and then it will actualy be building the selected file..
November 14, 2017 at 11:23 am in reply to: [Solved] can't use JsonObject.All, don't understand Iterators #11696Thanks nerobot!
Use KeyChar events for ‘typed’ characters
Ok Thanks!
There’s still the point n°2: The Key.Key0 to Key.Key9 is not behaving the same on Windows than on Mac/Linux (using an azerty keyboard). The way it is on Windows is the good one IMHO. i.e. Key.Keyx is considered as Raw (and on Mac/Linux you don’t get a Key.Keyx even if you shift).
November 13, 2017 at 10:58 am in reply to: [Solved] can't use JsonObject.All, don't understand Iterators #11679here’s my (working) test code for those who want a simple Json example
Monkey12345678910111213141516171819202122232425262728293031323334353637383940414243444546Namespace myapp#Import "<std>"Using std..Function Main()ChangeDir("c:/mx2_short/json")Local arr:=New String[4]arr[0]="0"arr[1]="1"arr[2]="2"arr[3]="3"Local jobj:=New JsonObjectLocal kobj:=New JsonObjectLocal jarr:=New JsonArrayFor Local str:=Eachin arrjarr.Add( New JsonString( str ) )Nextjobj["arrai"]=jarrjobj["i"]=New JsonNumber(7)jobj["j"]=New JsonNumber(8)kobj["a"]=New JsonString("haha")kobj["o"]=New JsonString("hoho")jobj["hihi"]=kobjSaveString( jobj.ToJson(),"test3.json" )Local lobj:=JsonObject.Load( "test3.json" )'Local objmap:=lobj.ToObject()Local JOAll:=jobj.All()While JOAll.Current <> NullPrint JOAll.Current.KeyJOAll.Bump()WendEndAdded a link in the online docs to the white doc page…
Yes what’s the difference between a game controller and a Joystick? I know it from the time we where playing with real sticks, but nowadays?
If you want to work with ignition-x you should ask on cereberus forums or playniax. It shouldn’t need much work to get it running as mojo1 is there.
As for learning stuffs there’s the pakz ones sticked on the help forums. There’s also https://github.com/peterigz/Monkey2Tutorials/
No vids for now. It’d be nice if we put all educative links in a single post.. Will think about that. -
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