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January 19, 2017 at 2:11 pm in reply to: Maybe we should give up on the BlitzMax crowd and close the forum. #6639
As far as I am aware BRL does not run the blitz forum.
It does seem a little extreme “x,y,z all said I had green hair. Can’t we expel them and anyone else who is a hair critic?”
The blitz sites are both interesting and engaging with both max, NG and 3d versions of blitz. As well as a number of other lesser programming issues.
Just because someone diss’s your latest thing of beauty is no reason to throw a tantrum about it. And this coming from me who could be called a bit bitter and abrasive about my own monkey2 and Blitz issues. Surely we should be embracing and trying to get things right instead of shutting down stuff because you don’t like it?
Maybe You should find a better way of responding to alternative and differing opinions.Maybe Monkey2 has a number of things to learn from the Blitz Forum. maybe this is a way to try to open and extend the hand of friendship and not the fist?
yep it was me who tried to get all the gui stuff updated. and wrote Ted21
In essence Mark, has stuck with his vision of themes and because my stuff didn’t use them…
I actually use Ted21 all the time – it is virtually 100% stable and is very happy on OSX. It is actually compiled on 1.02 as I haven’t got a working copy beyond that because of the mojox changes. But it is on my list of thing to deal with…
ok. my version on monkey2 is v9.01. what version are you using as I haven’t got a working copy for anything later?
Ribbit – confirmed
tinkering, modifying and making tools and integrating them into ted21.
And here is the latest thing I’m working on: a hex strategy game (graphics about 228k), sound will be auto generated and not use wav, etc.
what I would like to see added – flexible access to shaders in 3d and 2d
Attachments:
Mark, could I ask for simple polygons and vertex colors?
in essence it’s plain monkey2, but graphically I had to make a number of alterations.
The first was to extend the colors (submitted and rejected by Mark)
I used some external editors for the graphics made from monkey2. They are actually voxels (I made the importer and editor in monkey2.
Here’s a shot of the voxel editor and slice viewer running in ted21 editor.
All the UI elements are written by me – there is no mojox used anywhere! (The initial ui controls and concepts were submitted to Mark for ted2 and rejected)
mojo canvas has had some additions to extend the capabilities and also some image handling. (the first edits were submitted to Mark – and (wait for it) rejected).
Mark then moved MojoX into a module and broke everything. so I had to recode everything. I now don’t bother submitting any mojo changes.
There has been criticism of the controls, so I hear you
I believe in providing direct visual access to the things I work on, so I do have a complete GUI system that is highly integrated that allows me to very quickly write any type of control.
So it is all custom written
Heres are the shots of the voxel editor and slice viewer in Ted21
One more thing… The game itself is a control built from the GUI system
thanks. it got the best graphics award in the game jam it was entered in and joint first in the user polls
all just a work in progress. really useful for debugging all the support code
That would be great. I found I can run V1.02, but not any others.
I’ve also found that the sol bug mean you can’t run compiled things from ted. but shut down and run from the desktop. only one opengl window on a pi. So I’m getting better
the module manager shouldn’t really be a module? Surely it’s an application, or extension, but not really a module?
once you’ve compiled the idea, then mojox is not needed. Majox should have been kept out of the modules entirely along with styles, and gui stuff
keeps failing on SDL_CreateWindow
how do you get monkey2 running on a pi. I just get compile errors. is there is proper set of step by sep instructions?
I would say ok, but only if they are properly integrated and referenced from a combined/unified centre. that is not online based.
Otherwise all you end up with is a dumping ground of brilliant things, with no logic or order. so it becomes more and more unusable.
Another thing that really should be the main priority is either fixing or completely dumping the mini html view for help. The reason I say this – NO CUT/COPY OF TEXT. That alone should get someone fired. And free should never mean cheap or hacked – which is exactly the way ‘edit locked’ help systems are!
If we were being really realistic here we would gang up (preferably with pitchforks and lit torches) and burn htmllite and use the standard editor to format and display the help text – that is the most logical was of doing it?
If you are using filtering, tiles should generally have a 1 pixel border around them as minor math errors in the GPU can mean incorrect texels are occasionally sampled.
Rubbish! thats just guff to protect you poor texture coordinates Mark, and you know it! In essence the texture coordinates should always compensate a tiny bit. adding a 1 pixels border is using a hammer to do the same.
@peterigz – the app works fine here on macOS Sierra
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