juliocmfj

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Viewing 15 posts - 1 through 15 (of 47 total)
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  • in reply to: Typewrite text effect #15488

    juliocmfj
    Participant

    Update…

    in reply to: Compile on Ubuntu Linux #14599

    juliocmfj
    Participant

    Problem solved. I did the whole compilation process again, and made a change to the Desktop name (it was translated to Pt-Br). Maybe it was causing a directory error, where ‘ted2’ could not find the compiler path.

    in reply to: Mojox GUI + Game Rendering #14592

    juliocmfj
    Participant

    Hey Mark … Now I understand how it works. I spent the day looking at all the forum posts related to Mojox, and it opened my mind more. I’m still confused about some things, but I understand their operation much more.

    I’ll keep doing my tests here. And once again, thank you for your help.

    in reply to: Mojox GUI + Game Rendering #14587

    juliocmfj
    Participant

    Thank you Mark. (Now I’ve opened my vision a little more, but it’s still confusing …).

    Taking advantage of the hook, I also miss out on how the coordinates of the GUI components on the screen work.

    In BlitzMax, he used the x, y coordinates. I still try to understand how the organization works in Monkey 2.

    Could you give me a brief explanation of how it works?

    Note: I have already looked at all the examples and still I still do not understand very well.

    in reply to: Android compile error #13109

    juliocmfj
    Participant

    Error sending the compressed file. Send the link to download.

    ps: To make it easier and not have to copy and paste these files in all projects, just copy to the folder: c:\monkey2-v1.1.09\products\android\monkey2game\ which, when generating the build for Android, automatically copied these files to the project folder.

    https://drive.google.com/open?id=1i7gLUzfiHFqbbEqkeuz_flmO2JU_glOF

    in reply to: Android compile error #13105

    juliocmfj
    Participant

    I got lucky, Mark. I saved the files that are generated when I opened the project in Android Studio. Yesterday I did an update on it, so I was not compiling anymore, because I updated Gradle along with Android SDKs.

    I just copied the files I got from the Gradlew backup and compiled without major problems.

    Attached is the necessary files. Just copy it to the project folder and compile it. In my case: demo.products\Android\….

    in reply to: Tiled #11292

    juliocmfj
    Participant

    I can not return a value of type Bool inside a JsonArray, but outside it everything happens. I’ve worked around this problem, reading the String and storing its value in a variable of type Int. Ex: if the String is False, it returns 0, if not, it returns 1. Then, in the end, it ended up being a type variable Int (which does not change at all at the time of use).

    The library already imports the almost complete map, including: tile layer, objects (which can contain: lines, polygons …). Missing part of the animations and some extras.

    I spent that time without pounding it, but now I’m back and I’m going to redo so I can make the necessary optimizations. There is a high memory consumption depending on the size of the images and the amount of Tiles per layer.

    Soon, I will send the link of the “final” version here in the forum.

    in reply to: Making MSVC portable #10413

    juliocmfj
    Participant

    I get the following error:

     

    Mx2cc version 1.1.06

    ***** Making module ‘assimp’ *****

    Parsing…
    Semanting…
    Translating…
    Compiling…
    gzclose.c
    c:\monkey2-v1.1.06\modules\assimp\assimp\contrib\zlib\gzguts.h(29): fatal error C1083: Cannot open include file: ‘unistd.h’: No such file or directory
    Build error: System command ‘cl -c -EHs -W0 -MT -Ox -DNDEBUG -I”C:/Monkey2-v1.1.06/modules/” -I”C:/Monkey2-v1.1.06/modules/monkey/native” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/include/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/code/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/unzip/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/irrXML/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/rapidjson/include/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/openddlparser/include/” -Fo”C:/Monkey2-v1.1.06/modules/assimp/assimp.buildv1.1.06/windows_release_msvc/build/_1_1_1assimp_2contrib_2zlib_2gzclose.c.obj” “C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/zlib/gzclose.c”‘ failed.

    cl -c -EHs -W0 -MT -Ox -DNDEBUG -I”C:/Monkey2-v1.1.06/modules/” -I”C:/Monkey2-v1.1.06/modules/monkey/native” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/include/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/code/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/unzip/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/irrXML/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/rapidjson/include/” -I”C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/openddlparser/include/” -Fo”C:/Monkey2-v1.1.06/modules/assimp/assimp.buildv1.1.06/windows_release_msvc/build/_1_1_1assimp_2contrib_2zlib_2gzclose.c.obj” “C:/Monkey2-v1.1.06/modules/assimp/assimp/contrib/zlib/gzclose.c”

    Microsoft (R) C/C++ Optimizing Compiler Version 19.00.24210 for x86

    Copyright (C) Microsoft Corporation. All rights reserved.

     

     

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

    Internal mx2cc build error

    Update modules failed.
    Total time elapsed: 0 m 0 s.

    in reply to: Tiled #10237

    juliocmfj
    Participant

    I’m still working on the Tiled Editor’s map interpreter. In this version, you can read custom properties of the map and each layer individually.

    Note: You can only read values of the following types: Bool, Float, Int and String (for now).

    A highlight for type Bool: Using the Map class, I could not read the correct Bool type, which always returns False. Then, I saved as Int (0 = False, 1 = True). Outside the Map, saving in any variable, the Bool value is correct. If anyone has a solution, I’ll make the correction.

    Otherwise, the class is fully usable. Now I will worlk on the objects and the object layer, and the on the animations of the tiles.

    https://drive.google.com/open?id=0B2lZ_pN3kwOJZlF2YU5qd29QdTQ

    in reply to: Draw image #10232

    juliocmfj
    Participant

    I understand that question. Thanks ‘nerobot’.

    in reply to: Draw image #10223

    juliocmfj
    Participant

    It would be the same as:

    in reply to: Draw image #10220

    juliocmfj
    Participant

    Now you have a part that I do not understand. In the map matrix, the value -1 corresponds to no tiles, that is, no tiles with this value will be rendered, just above it.

    I saw above, what you did:

    . I think that this way, it should render the tiles only value -1… What whould be the logic behind?

    in reply to: Draw image #10219

    juliocmfj
    Participant

    abakobo, I followed your recommendations as well.

    in reply to: Draw image #10177

    juliocmfj
    Participant

    Did not quite understand. Would you have a simple example?

    in reply to: Draw image #10175

    juliocmfj
    Participant

    I’ve been trying to do some optimizations. I rendered a 1000×1000 map with 48×48 tiles and FPS in release mode averaged 10 FPS.

    After the optimizations, I got the average between 55 and 60 FPS with the same gigantic map.

    Below is the code. I would like opinions and know if I made a mistake.

Viewing 15 posts - 1 through 15 (of 47 total)