Abe _King_

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Viewing 15 posts - 46 through 60 (of 71 total)
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  • in reply to: No way to change data prior to Main? #12422

    Abe _King_
    Participant

    I forgot exactly why I decided to use a map in the first place. . . For some reason, I believe had this impression that I was going to be using discontinuous keys for the input so that’s why I went with a map. Being that I’m using consecutive values starting from 0 it definitely makes more sense to use an array! Although I guess its time to realize that defining some data in the global scope simply isn’t a feature of the language. Not a problem of course. Thanks for the insight, Adam!

    in reply to: No way to change data prior to Main? #12419

    Abe _King_
    Participant

    Thanks for the reply! That isn’t the problem, I’m almost certain we can’t change certain data outside of the main call. It’s valid code, the map class is operator overloaded so that the key inside of the brackets and the read value on the right of the equal sign will be done as you’ve written Controls.Add(...).

    Currently I have this and it’s working fine:

    Thanks for your time!

    in reply to: Maximum number? #12402

    Abe _King_
    Participant

    Very helpful :). Thanks, Jesse!

    in reply to: Maximum number? #12400

    Abe _King_
    Participant

    Thanks, my friend! That’s very good work :). Interesting how that’s a bug…

    Curious as for why there are no bitwise operators! Usually, those are very handy in Game Development

    in reply to: Readings suggestion #12399

    Abe _King_
    Participant

    There’s actually quite a bit of information you can get all in one place here: https://gamedevelopment.tutsplus.com/

    This guy has a lot of awesome dev logs which are really inspiring and sometimes also helpful: https://zackbellgames.com/

    I’ve stumbled upon more in the past, just can’t remember where. I’ll send more links if I find any 🙂 hopefully, others here have good ones as well

    in reply to: Maximum number? #12389

    Abe _King_
    Participant

    Thanks abakobo. That’s very helpful! I was considering importing limit.h as an option as well. . . Though, the main reason I didn’t was that I thought maybe there was a better way in M2 :).

    in reply to: Alien Phoenix #12370

    Abe _King_
    Participant

    Wow, that’s looking so good :)! I’m happy to hear that monkey could handle such an intensive looking game!

    in reply to: Introducing: HTML WebSockets for MX2! + GitHub #12353

    Abe _King_
    Participant

    To answer your question: Yes! If you wanted to make a multiplayer game like quake for browsers WebSockets are the way to go!

    To add more details about web sockets:
    The reason WebSockets are so important is that they’re currently the most widely supported way of real-time communication from the browser. I can’t explain it better than other articles out there, but for Monkey2 it means you can now have real-time (web)socket based applications in your browser games – which is actually not currently supported in Monkey2 – excluding this module.

    Perhaps you wanted to make an online chat room on Monkey2. It can be done multiple ways, but WebSockets were introduced because of the rising demand of real-time connected applications.
    So it would look like this:
    1. Create a server in a language which has some web-socket host libraries. JavaScript is a good candidate though not what I use.
    2. Once your server is set up to handle web sockets, it’s time to make your client
    3. All you have to do is extend the WebSocket class and define some handles and you’re essentially done!

    in reply to: Powered by Monkey 2 logo. #12250

    Abe _King_
    Participant

    Thanks Amon, tried really hard :). I’ll keep making logos if one isn’t to be decided on

    in reply to: Powered by Monkey 2 logo. #12243

    Abe _King_
    Participant

    One last attempt at a more uniform logo – one which is one solid color, easily identifiable, scales nicely, and blends into monkey2’s name 🙂


    One note: The font used is Fira Code.

    in reply to: FontMap Level Creator Released #12238

    Abe _King_
    Participant

    Sorry for the vagueness! I took a look at your project, pretty nice! Hope to make something of this caliber in the future myself :). The color selection wasn’t updating after a while of clicking through the gradients for some reason though. Also, sometimes the view would get extremely stretched by changing the xres or yres until I pressed the “layer” or “square” button.

    So convenience features would be like:
    – Select a group of tile then, using a rectangle tool, have that selection repeated through the rectangle or even some varient of a nine slice drag?
    – Fill tool
    those are just for starters

    Non-tiled features would be like:
    – Elements not aligned to a grid
    – Elements which can be rotated and scaled

    Multi-level management:
    – would be like a project in an ide
    – have all resources used in the files found in the project in memory while working between maps, or making new ones

    Good luck with your project 🙂

    in reply to: Powered by Monkey 2 logo. #12237

    Abe _King_
    Participant

    Thanks for the feedback! I’ve taken note of it and I’ve tried doing some more professional work.

    All of them are rough drafts, none of them have been made into vector art yet, and the colors have been made as limited as possible. The focus right now is on the shapes and the general idea of the icon.

    Extra notes:
    – This is a combination of black, white, and alpha.
    – Black colours will generall be replaced with a more appropriate color for the logo in the future
    – White colours can also be replace, or left as white to allow users to blend a desired color
    – Alpha is used for adding minimalistic detail

    Here they are! (And of course, imagine they have the “powered by monkey 2” somewhere)




    Thanks for your time :). (1st and 3rd my favorites!)

    in reply to: Ted2Go IDE #12232

    Abe _King_
    Participant

    Great! Thanks for the .m2proj referral. I’ll have to take a look at that, I’ve not seen it in any of the demos I’ve scrolled through :). Also happy to hear the word delete shortcut is being implemented!

    Here’s what I mean about the line break bug: https://streamable.com/iujrb

    I’ll definitely try to catch the problem again if I find it. But it was actually every single file, no matter what was being hovered over, could not discover the original declaration.

    in reply to: Powered by Monkey 2 logo. #12230

    Abe _King_
    Participant

    Here’s my attempt at a logo. Figured making it from a pixel size would make it easier to see at a smaller level.


    in reply to: Ted2Go IDE #12227

    Abe _King_
    Participant

    Hello! Lovely IDE you have here, I have a few suggestions and also “bug” reports.

    – Would like: Be able to pin a file, like a locked build file, to the far right. Or something more convenient for defining the locked build file that doesn’t take tab space 🙂
    – Would like: Be able to delete whole words with ctrl + backspace, currently only doing it with ctrl + shift + left  + backspace
    – Bug: Copying from the end of one line, over to the end of another, does not copy the line break
    – Bug: Sometimes F2 can’t find the source file, and reloading sometimes fixes that.

    Can’t remember anything else for now, but this are the main things

Viewing 15 posts - 46 through 60 (of 71 total)