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I’ve always called it MonkeyX2 or MX2 as it’s the next MonkeyX version.
Sent a donation via PayPal yesterday
Heart please
Well sent a donation to Mark via PayPal
very interesting
will look into 1.x GL as it would be a nice exercise in working the grey cells
I will pledge as soon as Xmas is out of the way and the move is complete (talk about all at once), were moving apparently on the 16th so money is really tight at present but I will donate via Paypal as soon as its out of the way and things are back on track (ie we get internet back
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Would it be possible to use OpenGL 1.x with this system, the reason I am wondering is simply MonkeyX2 could actually replace all BRL products. Max and MX1 run with OpenGL 1.x (IIRC 1.4) which would be cool to have a renderer that would cater for these systems as well.
After looking in Currys recently there were several Laptops that had old Intel chips in them that to be honest would be along those lines?
I would disagree depending on how much needs changing. If it’s one module but your using everything else then I would still push a logo, if I wrote loads of the backend stuff then no.
I think a Made with MonkeyX2 would be in order
On Star Rogue (MonkeyX1) I have a monkey logo on the title screen and in the credits. I will also add it to the title startup to push monkeyX if I port to X2 I will also push that. After all without these tools creating games wouldn’t be as easy or fun
Excellent idea
great stuff will have a look at that
abakobo: thanks for that im still in newb land with MX2 so it will takke a while for mw to get upto speed but I will persevere with it
EDIT: I now have the namespace set to UltimEngine and instead of UltimC its Ultim which looks a bit more cleaner but thanks once again for the help, im new to all these namespaces didnt use them in C++ either as there it was std:: etc :).
Ah thanks impixi will have a look at that
It seems MonkeyX2 v1.0.5 doesnt like imported classes is there a way of doing the whole thing.
Main.monkey2 looks like
Monkey1234567891011121314151617181920212223242526272829303132Namespace myapp#Import "<std>"#Import "<mojo>"#import "Ultim"Using std..Using mojo..Class MyWindow Extends WindowMethod New()Ultim.Initialise()endMethod OnRender( canvas:Canvas ) Overridecanvas.DrawText( "Hello World",Width/2,Height/2,.5,.5 )EndEndFunction Main()New AppInstanceNew MyWindowApp.Run()EndAnd the ultim class import looks like this
Monkey12345678910111213'' Ultim.monkey2 - Copyright (C)EdzUp' Programmed by Ed 'EdzUp' Upton'Class UltimClassMethod Initialise:Int( )Return( 0 )endEndGlobal Ultim:UltimClass = New UltimClassWhat im trying to do is include the file in the main source like I could with all the other systems and call Ultim.whatever to call the relevant functions from the Ultim class so if I add a Audio class to the Ultim class that links to another AudioClass class with Audio:AudioClass … then I would use Ultim.Audio.x. This way I can build a framework to use in monkey2 and actually use some of its power.
I think a tut on including classes from other files would be a brilliant idea as this beasty is a lot different than any other BRL language to date.
Will begin porting and see where I go from there
Right a update to v1.0.2 has fixed this issue after recompiling the whole thing it works fine now.
@Mark: I would update the binary to 1.0.2 so this doesnt rear its head again as it does make a brilliant product look bad which is a shame to be honest.
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