Ethernaut

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Viewing 15 posts - 166 through 180 (of 288 total)
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  • in reply to: Monkey2 3rd party IDE #10256

    Ethernaut
    Participant

    Sure, the main missing MacOS keys are:

    Option+Up: Page Up
    Option+Down: Page Down
    Option+Left: Jump to previous word
    Option+Right: Jump to next word
    Adding shift to any of these should select from the current position.

    Also, after commenting/uncommenting a selection, selection shouldn’t be cleared (not MacOs specific)
    Bonus: Being able to scroll past the end of the document, let’s say by a half page height, would be lovely!

    The issue I had with the toolbar was in fact related to my theme, “Warm”. Sorry about that. Will fix the theme and try to do a pull request for it in GitHub (my first pull request ever, whoo-hoo!).

    in reply to: MojoX GUI questions #10234

    Ethernaut
    Participant

    You guys are amazing!

    I’m enjoying MojoX now that I understand it better, and diving into it led me to rework my “Game” class so it extends View instead of Window. That way I can more easily stick it into a GUI with all kinds of docks and toolbars, and even have two or more different instances of that class, each one showing something different, in the same interface.

    Thanks!

    in reply to: MojoX GUI questions #10221

    Ethernaut
    Participant

    I got the scrolling and the resizing working perfectly, thanks for the help!

    I agree percentage sizes should probably have a resize knob too if ‘resizable=true’ and the percentage should mean ‘initial’ size. Will have a look at fixing this.

    That seems like it would be really helpful, thanks Mark!

    Here’s the revised example. Only one thing I’m not being able to get right: I’d like the initial Scroll coordinates to be centered in the frame when the App starts, but setting Scroll in New() seems to have no effect. I could make a ‘_firstFrame:Bool” field and check for it in OnRender, but it feels like it would be unnecessary clutter if there’s a place where Scroll can be initialized. Where is it?

    in reply to: IDE options #10195

    Ethernaut
    Participant

    In both cases (yours and the linked one) it’s Windows running on a Macbook. Is it a retina screen macbook? If yes, seems like windows doesn’t handle the hi dpi scaling well.

    Have you tried on MacOS, since you’re on a Mac? Looks razor sharp here, the only minor problem is that sometimes when I uninstall and reinstall it the fonts look absolutely tiny, and you have to hit Window/Zoom In several times to go back to normal. Another benefit is that Monkey2 seems to compile much faster on MacOS, at least for me.

    More info about other IDE options here:
    http://monkeycoder.co.nz/forums/topic/monkey2-3rd-party-ide/

    in reply to: Ted2Go IDE #10092

    Ethernaut
    Participant

    Although it’s true I don’t use the ‘micro view’…

    Hah! As soon as I read that, I turned off the Codemap in the preferences and… CPU usage went from over 40% to… about 2% most of the time! 🙂

    in reply to: Ted2Go IDE #10081

    Ethernaut
    Participant

    I’ve been using the dev branch from yesterday, and it sits between 40% and 50% CPU use when I’m not doing anything. Don’t think this happened in whatever previous version I was using.

    MacOS, quad core processor laptop.

    in reply to: Sprites in Mojo3D #10030

    Ethernaut
    Participant

    Thanks Mark!

    If you decide to add a SpriteFrames class or similar I’ll update my stuff, but for now I made an “AnimSprite” class that extends Sprite and stores the coordinates internally. I also have an “AnimationClip” class that simply stores a named frame sequence, so you refer to it by name and “grab” different frames from the same sprite sheet.

    Here’s the class, complete with Json file loading for animation clips (use example attached at the bottom). This is more or less super untested! 🙂

    And here’s an example use, with a little animated explosion sprite!
    http://monkeycoder.co.nz/wp-content/uploads/2017/08/animSprite-1.zip

    Only thing missing now is a way to “flash” a color on the sprite!
    Cheers.

    in reply to: RogueTable new pics and details2 #9954

    Ethernaut
    Participant

    That’s coming along really well!

    in reply to: Sprites in Mojo3D #9918

    Ethernaut
    Participant

    I’m trying to set the flags after creating the material, like this:

    in reply to: Texture Atlas for sprites+tilemaps #9897

    Ethernaut
    Participant

    Hi Mark, it’s just an experiment. But I do want the ability to use “traditional” 2D systems in 3D, so I can mix & match depending on the aesthetics I want ( the game “Don’t Starve” is probably a good example of that). Besides, it’s a lot of fun for me since I can play with generating the meshes from scratch, something I’ve never done before!

    Also, even if the look is completely 2D, doing it in 3D still has a lot of advantages, like proper occlusion behind objects without breaking things into multiple layers, easily adding “line scrolling” (which, in this case, would be real geometry) and 3D elements to the graphics, even adding real lighting and shadows to seemingly 2d graphics.

    Cheers!

    in reply to: Texture Atlas for sprites+tilemaps #9891

    Ethernaut
    Participant

    While I can look at a shader and more or less understand what it does, the way it “connects” to Mojo (how you pass a variable or a texture from within Monkey2 code, for instance) is still very opaque to me… are there are shader tutorials specifically made for Mojo?

    (yes I’m a programming noob)

    in reply to: Help creating my own meshes #9878

    Ethernaut
    Participant

    It’s good as is, makes more sense to be familiar to programmers who know OpenGL than to artists learning programming. Thanks!

    in reply to: Help creating my own meshes #9861

    Ethernaut
    Participant

    Question: naming wise, wouldn’t it be more clear to name the texture arguments “u” and “v”, instead of “s” and “t”, since most CG artists refer to texture coordinates as UV coordinates, or just UVs?

    in reply to: Help creating my own meshes #9859

    Ethernaut
    Participant

    Got it. For some reason I didn’t realize you can just add those extra channels in the Vertex class itself.
    Actually, how to manipulate UVs would be my next question, so that covers it as well! 🙂

    Cheers!

    in reply to: Help creating my own meshes #9855

    Ethernaut
    Participant
Viewing 15 posts - 166 through 180 (of 288 total)