AdamStrange

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Viewing 15 posts - 91 through 105 (of 648 total)
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  • in reply to: No way to change data prior to Main? #12425

    AdamStrange
    Participant

    just remember that by using
    Controls[KEY_LEFT] = Key.Left

    you can redefine a key at any time with:
    Controls[KEY_LEFT] = Key.Right
    Controls[KEY_LEFT] = Key.A
    Controls[KEY_LEFT] = a key picked by the user, etc

    You always reference Controls[KEY_LEFT], so what it is mapped to becomes irrelevant…. 😉

    and you can also use:

    If Keyboard.KeyDown( Controls[KEY_LEFT] ) Then do something

    to trap and minitor if the key is being pressed

    in reply to: No way to change data prior to Main? #12420

    AdamStrange
    Participant

    Couldn’t you just do something like this:

    [/crayon]

    That way you can change the controls to any key at any time. none of the ‘map’ stuff getting in the way?

    in reply to: About branding #12395

    AdamStrange
    Participant

    Here’s something to really consider:
    where are the examples, the demos and the tutorials?

    You want to be taken seriously, WTF is “Bananas”?

    Maybe the tutorials can be kept in “trees”?
    Possible the demos in “sharks bottom”?

    How about documentation in “flubber” <- this won’t be complete, or actually have any working code, or be able to have functional copy, paste of code.

    While we are at it, why not keep changing stuff so that it breaks other stuff further down the line, either intentionally or just for fun 🙂

    How about a great website that allows cod to be posted, plaice to be eaten and lobsters to be praised? But messes up the output and adds crayons, pens, paint, and fingers along the way?

    Maybe even have cut/copy of code that pastes garbage?

    Branding – in this case, might be pushing it a bit.

    Oh. And I’m really looking forward to be finally seeing the individual hamd-carved, one-of-a-kind, all leather bound set of 600 individually bound manuals that someone promised and bound in reverse font-mangled gilt-lined goodness, and bound – sometime, somewhere, possibly in another dimension!

    Seriously, get over it. move on, nothing to see here…

    Too much sherry methinks!

    in reply to: MacOS mojox problem + enhancement requests #12387

    AdamStrange
    Participant

    AGREES.

    in reply to: MacOS mojox problem + enhancement requests #12374

    AdamStrange
    Participant

    It would be great if there was an “#include” or similar to copy an app icon (and maybe other stuff?) to the MacOS bundle. The way it is now, we have to manually add afterwards. For most apps it’s ok, but for frequent compiles (like Ted2Go) it would make life simpler.

    +10000 for this and the same for win as well.
    TBH this sort of omission makes Monkey2 not look as professional as it should be. and certainly not at the standard of the competition ;/

    in reply to: Powered by Monkey 2 logo. #12280

    AdamStrange
    Participant

    Thanks Richard 😉

    in reply to: FontMap Level Creator Released #12234

    AdamStrange
    Participant

    convenience features

    What have you in mind?

    Easily keep reusable things between multiple level files

    Again, what are your suggestions on this?

    non-tiled map features?

    Such as?

    🙂

    in reply to: Unamed 3d game becomes Pyragrid #12206

    AdamStrange
    Participant

    Sounds interesting. I’m on Windows.

    Hi, just released the editor on itch:
    FontMap

    This is for both MacOS and Windows

    in reply to: FontMap Level Creator Released #12204

    AdamStrange
    Participant

    Here is the FileFormat details:
    – header –
    (4 bytes) int = -9999

    (4 bytes) int = number of layers

    – layer data –
    (4 bytes) int = width of layer (0 aligned)

    (4 bytes) int = height of layer (0 aligned)

    starting from top left, data is read down the height, then across to the next x cell and continues down until all data is read

    – cell data –
    (2 bytes) short = map character (referencing the character font)

    (2 bytes) short = color reference (referencing the color palette)

    and here is the monkey2 code to read in the data

    [/crayon]
    in reply to: Rotating a rectangle using the matrix #12026

    AdamStrange
    Participant

    mmmm.
    The first example, nice simple readable code
    The second ‘extension’ code is really (sorry to say it) horrible. much more complex, going into the ‘information hiding’ territory.

    I would have thought that code should be simple (for those) to understand?

    in reply to: Trigonometry Fail! Help! #11964

    AdamStrange
    Participant

    Here you go…

    [/crayon]

    The matrix stuff was making things hard for you, so I took it out so you can see the trig in operation. You can add the matrix stuff back once you get familiar with it 😉

    in reply to: Keyboard Key.Left + Control problem #11937

    AdamStrange
    Participant

    MacOS Confirmed!

    in reply to: Window.ClearColor vs canvas.Clear(color) #11884

    AdamStrange
    Participant

    use clearcolor for the entire window color

    with your ‘own’ window you will need to clear the color to black first
    canvas.Color = Color.Black
    canvas.DrawRect( 0, 0, Width, Height )

    then the alpha stuff will fade to black as you wanted 🙂

    in reply to: Beginnings of my editor. #11707

    AdamStrange
    Participant

    If I remove an Image that 50 sprites reference, then undo that deletion, how do I reconnect those broken references?

    seems like two initial options
    A. Keep the image, so the references don’t go
    B. update the references to the new image

    there is a third (more destructive way):
    Code the UI and the backend so as to try and keep what is happening as separate as possible.
    it sort of means that the ‘code’ you are showing has all the dependancies with it.

    or…

    you code each UI control for one purpose – possible using a cascade method development (each ‘thing’ depends on another ‘thing’).

    Here’s my approach to UI design
    – core control – this does most of the housework like the base mouse and keyboard, initial drawing stuff and has all the placeholders
    – button extends core – this is the basic button. it really is just the core control but with the mouse over, mouse press, and base drawing. ANY other buttons can just be extended from this with the needed bits added for drawing. the mouse and key code is already fully operational.
    – check button extends button. just add a boolean toggle Selected to the core. now you can toggle and draw as needed.
    – text extends core. text is the same as button but there is no actual UI interaction
    – edittext extends core. much more code to deal with user interaction on editing text
    As you progress, some functions like drawing of text will be removed and put in the core so all controls can have access.

    Here’s part of the import for my core:

    [/crayon]

    You can see I decided to have separate controls for each specific task
    Here’s a pic of this in operation:

    Unify is a normal button
    Smooth and Reverse are extensions that have a different drawing method that allows for the orange ‘hot key’ to be added

    The main thing is you are triumphing over one of the nastiest bits of codeing. UI stuff is always difficult and always needs rewriting half way through doing a task…

    in reply to: Beginnings of my editor. #11697

    AdamStrange
    Participant

    there is also another way to think about things:

    Maybe a list control, or drop down box, or whatever control is NOT the best way to show the inner working of some things.
    If that is the case it is VERY reasonable to come up with another type of control that does the job better.

    An example of this could be shown in iphone and other phone guis that completely took a different approach to what and how a UI should work.

    In your example of demeaning a guy in class for designing something over complicated. Was this actually tested? Usually it is the end result that matters not the getting there?

    Looking at the last image. it seems that there is a project. is there only one open at a time? if yes, then you can start to simplify:
    E.G.
    the scene box contains a project. but why not remove the project entirely and just leave the bits that are in the project

    Here’s a thought about lists for you:
    They inherently grow (usually down), the moment the go below the container box you need scroll bars or some other way of seeing the rest of the list. long lists get messy and humans are not good with long lists of things – they tend to forget what the list is about.

    If your lists are going to be filled with lots of stuff maybe look at a different approach.

    An example of this would be the file list of assets. Lets say 3d objects. Here is a visual and instantly usable way to show assets in a folder:

    there are no names, just the assets

Viewing 15 posts - 91 through 105 (of 648 total)