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Well, I choose some colors just to show a possible result: my idea was about the two-tail monkey and the gear (=building/production something?) – and of course they are just prototype to get ideas!
You could use gear+monkey silhouette in plain black on any background.And moreover I noticed that the plug-in logo are… nothing related to Monkey2 (and I think it should as they are they only paid-thing for Monkey2 at the moment).
Just found this old thread…
this is my suggestion
edit: And one logo for the ADmobile pluginAttachments:
Just a thought…
Mark Sibly (from the above links) is the author of the game.
He has the source code (or it is available as shown above)
He has even the original graphics.
What the hell he didn’t make this HIS game and published it on Google Play showing the product itself (the game), the tool used (Monkey2) and the available modules (IAP and ADmob)?Ok… get back to my (working) projects.
ps: just realized that there’s not a section (on that blog) (call it STORE if you want) where to find the PAYING modules IAP and ADmob…. anyone interested need to looking for in the forum I suppose!
Well even Insectoid 2d (never known!) is good!
Wow, nice!
This game should be *surely* completed and published: it has very good logic/potential to be something different and original. (=please reading it as ‘don’t jump on another idea and complete this one!’ :D!)
I like the graphics and the 3d effects… but the idea to ‘play’ with a card-table & miniatures it’s very interesting!
(I just saw the animated Nomicron book in another thread – great!)ps: you should start to think to use Kickstarter or Patreon for this project. Seriously.
At this point I will add (if and when I have time!) some Blitz3d equivalent ‘command’ like
EntityPosition entity,x,y,z
EntityRotate entity,x,y,zwhere (at least for Rotate) x,y,z are internally converted using Degrees(x)
ps: never touched at the moment, I dont’ know if ‘entity’ can be any thing (like Light, Camera, Mesh etc)
VERY GOOD!!!!
Just playing on my Android device
Quite hardbut I like it
just some things:
1 – I discovered that I can move around my ‘aliens’ – not only select to fire
2 – moving around with the finger covers the screen … a virtual joystick could be fineGood job!
Quick question: how can I contact Simon Armstrong? I don’t find any email or contact form on nitrolog blog.
ThanksVery stylish!
Main differences:
1. you need a Main() function and some ‘standard’ Methods (depending on what type of app you need)
2. syntax is case sensitive
3. List, Maps etc must be type-specific (List<MyType>)
4. superstrict & beyond
5. many things are equivalent (syntax)
6. array & splicing a little different
7. less immediate than Bmax (open IDE – write a simple Print – hit F5)
8. lack of a OS GUI
9. filesize (but I think it can be optimized)On board.
About favicon & co … if this is a wordpress thing it should be a plugin for the favicon, without the need to hardcoding & changing a line of .php.
About the Mark’s blog post (without rage or nothing against Mark and his own time and decisions of course!)
1-Publicize mx2 better (and to users ‘beyond the blitz’ – that’s where the future really is…). I have been a bit pathetic here really and will try harder!
2-Produce some demo/tutorial vids for youtube.
3-Monetize the monetization stuff (ie: charge for admob, iap etc addons)
4-Write/sell a simple game in mx2 both to raise funds AND to have a decent ‘this was written in mx2’ demo.Excluding the AdMob module, what else exists?
The roadmap was (is) *right* but Mark choosed to invest his time/resources on the 3d module.
And unless he could build up a simple game (with the 3d module) it could be another wasted chance.
And even with that, potential users will left alone with no completed documentation (not in list!) and #2.I don’t think that *suggest* Mark to follow up HIS own plan could be offensive!
ps:
just as to the community WHAT can be done. Many heads, many ideas.
One thing I don’t understand…
Mark Sibly wrote a compiler for BlitzMax, that converts the source code (bmx) direct to .asm code (then FASM build up everything – Windows environment). The toolchain is short and quite fast.
In that years that solution proved that
1. it still works (from win95 to Windows 10! x86 and x64!)
2. file size of .exe are very small
3. speed is still great
4. the ‘basic logic’ of BlitzMax allows to extend the language binding external library (see Brucey and the mountain of modules – Cairo etc!)Cons of that solution:
1. ISA-ASM locked down (so x86 only)
2. other compilers/technologies offer faster (but I doubt smaller) .exe
3. difficult to support ‘alien’ system (like console, android devices, HTML etc)
4. cost support, time development etc (but I don’t say it must be *free*!)I know Mark LIKES to write new programming languages, and do what he likes! (like everyone on this planet!)
But sometimes I ask myself what IF Marks followed the BlitzMax line: maybe (or surely!) another language (MX2 has a lot of new features, more than MX1 and BlitzMax!), with a dedicated toolchain ‘made in Mark’ for ASM compilation.
Only WASM, HTML5 and mobile (Android/iOS) should use external tools (already ‘ready-to-go’ and tested, so not too much time to spent, just make it ‘compatible’).I’m not of course a ‘compiler’ expert, so I can’t valuate correctly what I wrote above.
But I’m quite sure that Mark has specific skill in that area (source-language to .exe/ASM code)Devils’Advocate
1. about size: probably some better results (if any and if possible) should be gained in future if the ‘translator’ will analize what modules are not needed (don’t know if it does this already or not)
2. Included resource: this could be a very handy solution … and maybe a VFS or similar the perfect thing, as I suspect many will be worried about the risk of cloning 3d models etc
3. compiling time: a consequence of point @1.. and maybe some different compiler (in time) could improve this.
The only big problem is community: if MX2 community doesn’t get big it could rise a ‘lack of interest’ in Mark…
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