Jesse

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  • in reply to: MD5 hash #12379

    Jesse
    Participant

    I did managed to convert that example:

    [/crayon]

    I was trying to convert the first link example(http://wasted.nz/codearcs.php?code=1449)but apparently the slice function doesn’t work with non strings:

    [/crayon]

    this gives me an error. “Index out of Range”.

    that’s the only thing that stops me from finishing it.

    in reply to: Emscripten: 'em++' is not recognized #12366

    Jesse
    Participant

    I am getting the same error Mark. It’s the same as what I posted in my previous post. That’s with your newest modification.

    I think the root of the problem is that we are using the newest Emscripten(1.37.9) vs the version that Mark seems to be using (1.35.0). When I had 1.35.0 I didn’t have that problem.

    in reply to: Emscripten: 'em++' is not recognized #12338

    Jesse
    Participant

    I haven’t used Emscripten since posting the issue. I was waiting for it to become more stable with the language. I no longer have the itch.io version. I am using the development version. But even that give me errors:

    Parsing…
    Semanting…
    Translating…
    Compiling…
    Build error: System command failed:

    emcc -c -std=gnu99 -s USE_SDL=2 -s TOTAL_MEMORY=268435456 -s DISABLE_EXCEPTION_CATCHING=1 -O3 -DNDEBUG -I”/Users/jesse/monkey2/modules/” -I”/Users/jesse/monkey2/modules/monkey/native” -o “/Users/jesse/monkey2/modules/opengl/opengl.buildv1.1.09/emscripten_release/build/_1_1_1native_2bbopengl.c.o” “/Users/jesse/monkey2/modules/opengl/native/bbopengl.c”

    /Users/jesse/monkey2/modules/opengl/native/bbopengl.c:41:20: error: implicit declaration of function ‘SDL_GL_ExtensionSupported’ is invalid in C99 [-Werror,-Wimplicit-function-declaration]
    BBGL_draw_buffers=SDL_GL_ExtensionSupported( “GL_WEBGL_draw_buffers” );
    ^
    1 error generated.
    ERROR:root:compiler frontend failed to generate LLVM bitcode, halting

    ***** Fatal mx2cc error *****

    Internal mx2cc build error

    Update modules failed.
    Total time elapsed: 3 m 44 s.

    I’ll try the itch.io and report back.

    [edit]

    I did try the Itch.io version but it gives me this errors:

    Mx2cc version 1.1.08

    ***** Building app ‘/Applications/Monkey2-v1.1.08/bananas/particles/particles.monkey2′ *****

    Parsing…
    Semanting…
    Translating…
    Compiling…
    Linking /Applications/Monkey2-v1.1.08/bananas/particles/particles.products/Emscripten/Particles.js…
    Build error: System command ’em++ -s USE_SDL=2 -s TOTAL_MEMORY=268435456 -s DISABLE_EXCEPTION_CATCHING=1 -O2 –preload-file “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/assets/@/assets” -s BINARYEN=1 -s BINARYEN_TRAP_MODE=’allow’ -o “/Applications/Monkey2-v1.1.08/bananas/particles/particles.products/Emscripten/Particles.js” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2mojo_2mojo.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2std_2std.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2stb_5vorbis_2stb_5vorbis.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2stb_5image_5write_2stb_5image_5write.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2stb_5image_2stb_5image.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2miniz_2miniz.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2sdl2_2sdl2.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2jni_2jni.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2openal_2openal.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2gles20_2gles20.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2libc_2libc.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2freetype_2freetype.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2emscripten_2emscripten.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2monkey_2monkey.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/particles_0particles.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/particles_0monkey_0math.cpp.o” “/Applications/Monkey2-v1.1.08/modules/mojo/mojo.buildv1.1.08/emscripten_debug/mojo.a” “/Applications/Monkey2-v1.1.08/modules/std/std.buildv1.1.08/emscripten_debug/std.a” “/Applications/Monkey2-v1.1.08/modules/stb-vorbis/stb-vorbis.buildv1.1.08/emscripten_debug/stb-vorbis.a” “/Applications/Monkey2-v1.1.08/modules/stb-image-write/stb-image-write.buildv1.1.08/emscripten_debug/stb-image-write.a” “/Applications/Monkey2-v1.1.08/modules/stb-image/stb-image.buildv1.1.08/emscripten_debug/stb-image.a” “/Applications/Monkey2-v1.1.08/modules/miniz/miniz.buildv1.1.08/emscripten_debug/miniz.a” “/Applications/Monkey2-v1.1.08/modules/sdl2/sdl2.buildv1.1.08/emscripten_debug/sdl2.a” “/Applications/Monkey2-v1.1.08/modules/jni/jni.buildv1.1.08/emscripten_debug/jni.a” “/Applications/Monkey2-v1.1.08/modules/openal/openal.buildv1.1.08/emscripten_debug/openal.a” “/Applications/Monkey2-v1.1.08/modules/gles20/gles20.buildv1.1.08/emscripten_debug/gles20.a” “/Applications/Monkey2-v1.1.08/modules/libc/libc.buildv1.1.08/emscripten_debug/libc.a” “/Applications/Monkey2-v1.1.08/modules/freetype/freetype.buildv1.1.08/emscripten_debug/freetype.a” “/Applications/Monkey2-v1.1.08/modules/emscripten/emscripten.buildv1.1.08/emscripten_debug/emscripten.a” “/Applications/Monkey2-v1.1.08/modules/monkey/monkey.buildv1.1.08/emscripten_debug/monkey.a” ‘ failed.

    em++ -s USE_SDL=2 -s TOTAL_MEMORY=268435456 -s DISABLE_EXCEPTION_CATCHING=1 -O2 –preload-file “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/assets/@/assets” -s BINARYEN=1 -s BINARYEN_TRAP_MODE=’allow’ -o “/Applications/Monkey2-v1.1.08/bananas/particles/particles.products/Emscripten/Particles.js” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2mojo_2mojo.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2std_2std.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2stb_5vorbis_2stb_5vorbis.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2stb_5image_5write_2stb_5image_5write.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2stb_5image_2stb_5image.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2miniz_2miniz.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2sdl2_2sdl2.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2jni_2jni.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2openal_2openal.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2gles20_2gles20.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2libc_2libc.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2freetype_2freetype.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2emscripten_2emscripten.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/_1_1_1_1_1modules_2monkey_2monkey.buildv1.1.08_2emscripten_0debug_2include_2_0r.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/particles_0particles.cpp.o” “/Applications/Monkey2-v1.1.08/bananas/particles/particles.buildv1.1.08/emscripten_debug/build/particles_0monkey_0math.cpp.o” “/Applications/Monkey2-v1.1.08/modules/mojo/mojo.buildv1.1.08/emscripten_debug/mojo.a” “/Applications/Monkey2-v1.1.08/modules/std/std.buildv1.1.08/emscripten_debug/std.a” “/Applications/Monkey2-v1.1.08/modules/stb-vorbis/stb-vorbis.buildv1.1.08/emscripten_debug/stb-vorbis.a” “/Applications/Monkey2-v1.1.08/modules/stb-image-write/stb-image-write.buildv1.1.08/emscripten_debug/stb-image-write.a” “/Applications/Monkey2-v1.1.08/modules/stb-image/stb-image.buildv1.1.08/emscripten_debug/stb-image.a” “/Applications/Monkey2-v1.1.08/modules/miniz/miniz.buildv1.1.08/emscripten_debug/miniz.a” “/Applications/Monkey2-v1.1.08/modules/sdl2/sdl2.buildv1.1.08/emscripten_debug/sdl2.a” “/Applications/Monkey2-v1.1.08/modules/jni/jni.buildv1.1.08/emscripten_debug/jni.a” “/Applications/Monkey2-v1.1.08/modules/openal/openal.buildv1.1.08/emscripten_debug/openal.a” “/Applications/Monkey2-v1.1.08/modules/gles20/gles20.buildv1.1.08/emscripten_debug/gles20.a” “/Applications/Monkey2-v1.1.08/modules/libc/libc.buildv1.1.08/emscripten_debug/libc.a” “/Applications/Monkey2-v1.1.08/modules/freetype/freetype.buildv1.1.08/emscripten_debug/freetype.a” “/Applications/Monkey2-v1.1.08/modules/emscripten/emscripten.buildv1.1.08/emscripten_debug/emscripten.a” “/Applications/Monkey2-v1.1.08/modules/monkey/monkey.buildv1.1.08/emscripten_debug/monkey.a”

    Traceback (most recent call last):
    File “/Users/jesse/emsdk/emscripten/1.37.9/em++”, line 16, in <module>
    emcc.run()
    File “/Users/jesse/emsdk/emscripten/1.37.9/emcc.py”, line 1033, in run
    exec ‘shared.Settings.’ + key + ‘ = ‘ + value in globals(), locals()
    File “<string>”, line 1, in <module>
    NameError: name ‘allow’ is not defined

    ***** Fatal mx2cc error *****

    Internal mx2cc build error

    I am using emsdk 1.37.9

    in reply to: shaders question? #12142

    Jesse
    Participant

    Thanks, I have been playing around with the code, I can get the examples as they are in the book, and I can modify the code in the GLSL editor and get different results but I am having problems converting the code to Monkey2. I will keep trying but any help would really be appreciated.

    in reply to: Trigonometry Fail! Help! #11982

    Jesse
    Participant

    Yea, I got kind of lazy and was just doing some quick modifications because of the results I was getting. I am sure you can figure out the proper way to do it. Basically the problem was in the rotation formula.

    [/crayon]

    you didn’t have offy on the second line you had ofx on both sides of the formula.
    Also, you forgot to add the position(x,y) of the bullet to the direction(dx,dy). about the -Pi/2, the Pi/2 is what you started off in the sprite. I am not sure I can explain it to you but you start with the sprite “Field r:Float = Pi/2” and then your RotationDisplay has an offset angle of 90 degrees. so thats why the adjustment of -Pi/2, at least that’s what I got out of it.

    [EDIT]

    This is more like it:

    [/crayon]

    still have to do the Pi/2 to the shoot direction. but this time its because its shooting 90 degrees from the direction it was created.

    in reply to: Trigonometry Fail! Help! #11972

    Jesse
    Participant

    Is this what you wanted?
    I marked everything I modified.
    the rotation formula was wrong.

    [/crayon]
    in reply to: Child like DRIVEL #11868

    Jesse
    Participant

    Poor soul, Had to come here to spread his poison. I think we are all immune to it.

    in reply to: 2D outlines #11704

    Jesse
    Participant

    gcmartijn made a png 2 poly module. It’s in the modules section. I have not tried so I don’t know if it’s any good.
    maybe it helps???

    in reply to: [SOLVED] Can't install Monkey 2 on Windows 10 #11539

    Jesse
    Participant

    Hi afecelis,
    Did you follow the instructions on the README.TXT file( no guarantee it will work but it’s a start)?
    Make sure your dependancies are installed and the paths set correctly.
    Also make sure your antivirus is not detecting it as a virus. There have been reports lately of that happening.

    Most of that may not apply as you are probably using the itch.io download but the antivirus is a possibility.

    in reply to: Monkey2 Bunnymark (github) #11459

    Jesse
    Participant

    here is the link to the binary:
    https://www.dropbox.com/s/24ws94xn2r46dqe/Bunnymark.zip?dl=0

    I did cheat. I wasn’t going to press the mouse button until I reached the 10.000 bunnies so I changed the arrays size to 10,000 to start with. LOL.

    [Edit]

    What version of Monkey2 are you using?

    in reply to: Monkey2 Bunnymark (github) #11457

    Jesse
    Participant

    Hi Abe, Welcome to the forum.

    interesting results!
    Have you tried running it in release mode?

    I get 10,000 at a steady 62 frames a second in release mode.
    and 3,000 at a steady 62 frames a second in debug mode.
    2013 MacBook Air 1.7Ghz.

    Personally, I think thats pretty good.

    A question: Why are you determining what language/Engine to use based on the speed of the graphics output?

    in reply to: Speed VS Verbos #11353

    Jesse
    Participant

    programming languages are relatively important to what your needs are. Now a day most languages can compile code to its ultimate speed. But even if they don’t most languages can produce results that are above what the program requires for output.

    Even now at the speed at which these languages run they can not perform at the required speed that some programmers need for required output. So some sacrifices and ingenious thinking need to take place to resolve those limitations. In other words, no matter how much power and how optimized the computer language is, it will not meet all of the requirements by the average programmer. An experience programmer in a specific computer language will understand the limitations of the language and will try to optimize his thinking to the limitations of the output(executing program).

    if you know several languages you can probably determine which language produces the fastest output but many not be necessary to determine if the program runs efficiently in either computer language. In my opinion the language speed is not as important as the familiarity with the computer language and the ability of the programmer to produce results.

    > “How do I write efficient code whilst it being simple to understand for humans?”

    You don’t. You write code for you to understand it and for other “programmers” to have a try at understanding it. That’s why there is such a thing as documentation. programmers in theory will understand the basic concept if you make the logic simple and give explanation in step by step what every line does in you code. But that doesn’t mean that they will automatically be able solve any errors with in, or can go and duplicate you program on their own. the best advice I think I can give you is to keep you functions, methods, variable and other things as properly named and documented as possible.so if other programmers are familiar with the concept can get an idea of what it’s about and can possibly even modify and debug the code.

    Also, I feel that there is no need to change languages if what you are doing with the language serves your purpose and you can properly function as efficiently as possible with the limitations of such a language. I know some programmers have dropped a computer language that they have been learning for years because something is not being implemented that they in theory think it’s essential while never producing anything that really needs it. I call that a serious waste of time. whether it’s Java, C/CPP, C#, BlitzMax etc.. It doesn’t matter what language you choose, what matters is what you can do with it and how you use it. The only times I feel any one should move to another language is when the language is abandoned by the author and there is no hope for it and/or will be outdated sooner or later and or when it’s not keeping up with the continually changing technology and of course while trying something and finding that you like it better while being practical.

    I think that anybody that is going to write an application and/or game should start writing it now. Not one, two or three year from now when they have build a data base of code or a master library to use for their application/game. because if you think that that is going to make it a lot easier to write your game, you are sadly mistaken. codebase and libraries are maybe about 5 to 10 percent of the application/game and most of the time not the hardest thing either.

    I say start writing your game or application, get familiar with the language as you write it. Do a lot of research including asking questions to more experienced programmers so that when you finish it you will have that much more experience with it and possibly be that much easier to write the next game.

    Just my 2 cents, opinions whatever.

    in reply to: Something askew with Deque? #11322

    Jesse
    Participant

    I get that error on my Mac OS X. with Monkey2 1.1.07. from itch.io


    Jesse
    Participant

    As I see it, most of us here are not really business skilled and most don’t own a business or have a business income. so our opinion can’t really be used as a reliable source. And even those that have a business, their formula isn’t a fit all solution.

    There are many things that I can tell you you did wrong but 1) it’s just my opinion and since I am not a business expert so it’s not worth much and 2) it’s all just water under the bridge. Nothing can be done now. I suspect deep below you know what you did and are doing wrong. but the condition you are in doesn’t leave you many options to follow. I know I have been there and I am still trying to get out of the swamp waters I got myself into.

    I read the opinions of others here and think that some make sense while others are just blah, blah, blah.

    I think the main problem here is lack of trust in people. With all my respect to you Mark, I see it reflected in your work and your personality based what you post here. Again, same thing with me. it’s easy to say it but so hard to do the actual change.

    Anyway Mark, good luck, I’ll be here for as long as I can. backing you up. wishing you stick around for many more years. I think Monkey2 is a great language. I just wish you had the confidence and trust in others to help you bring it to what I think this language can be. GREAT!!!!

    PS
    What we need now is some good Marketing and great documentation.

    Ops Had to say it!

    in reply to: Shapes or bitmaps? #11241

    Jesse
    Participant

    Being that the language is so new and not thoroughly tested, Can you just create some test to determine what is faster?

    I suspect that DrawRect is faster than Drawing a bitmap since each pixel is not scanned for color content.

    I usually don’t test to see which is faster but just test if what I am doing is fast enough for my purpose. if it is, I stick with it else I find an alternative if possible.

    On my game that I am making “Mission patrol” I use DrawPoly and is fast enough to draw all of the backgrounds of the game so I never bother to test if drawing images is faster.

Viewing 15 posts - 46 through 60 (of 297 total)