mat

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  • in reply to: Load/save persistent data on mobile targets? #10844

    mat
    Participant

    Yeah you’re probably right on shared prefs being removed also. I slightly disagree on the user expecting to lose the data though, but maybe a cloud based method is best for storing this as you suggest.

    Thanks for the help!

    in reply to: Load/save persistent data on mobile targets? #10842

    mat
    Participant

    Hi nerobot,

    I just added an edit to my above post on how the old Monkey implements persistency through re-installs. I think if the user completely reinstalls their device then i’m not going to be overly bothered if they lose their game progress (maybe I should be?!) but just for upgrading the app, this data should be stored.

    in reply to: Load/save persistent data on mobile targets? #10840

    mat
    Participant

    Thanks for all the replies!

    According to the Android developer docs the internal storage is lost when the user uninstalls the app. It isn’t clear if it is kept on re-install (e.g. upgrading) the app, but this isn’t quite the persistency that i’m looking for.

    For my particular use case, I’m going to be unlocking levels as the user progresses through the game, and i’d like that information to remain if the user uninstalls (how dare they!) and re-installs later, or if there is an upgrade (e.g. bug fixes). I think this should be standard behaviour on mobile platforms to store this kind of data persistently?!

    Edit: It looks like the old Monkey uses SharedPreferences on Android and something else that I don’t understand on iOS to achieve this. I don’t suppose anyone has implemented this in the new Monkey?

    in reply to: What is needed to use MS compiler? #9464

    mat
    Participant

    @mark: Sorry for the confusion, it was during link time as you stated. With the advapi line commented out, here is the output:

    And for comparison, with the advapi line present:

    @difference: Did you get it working? Hopefully someone will have a suggestion. The speed increase is awesome with the MS compiler so I hope you get it sorted!

    in reply to: What is needed to use MS compiler? #9356

    mat
    Participant

    I had various issues getting it to work (using the Visual Studio 2017 community version) but finally did with the following in env_windows.txt:

    I had to add advapi32.lib in the above as rebuilding modules failed without that (I think it was registry related functions, maybe in sdl2 (my memory is bad…) that were failing at the linking stage). I’m not sure how it is working for anyone else, or if the above helps at all, but there we go 🙂

    Also, I have the following components installed (probably not all needed):

    in reply to: Atom Package for Monkey2 #7712

    mat
    Participant

    Thanks. That is using the symbols-tree-nav package (which is a fork of symbols-tree-view) with the following added to lib\.ctags:

    I’m sure the regex is terrible there (it was a hacky copy and paste job and probably doesn’t even cover all Monkey 2 syntax…) 🙂

    I couldn’t get the collapsible classes to work that are shown on the package page screenshot, so the methods indented with a hyphen were a hacky way of getting them a little more readable.

    I added ‘- as a way of adding custom comments to the outline, such as to do notes.

    It’s all a bit messy but it is working ok here. If anyone has any improvements, please do share!

    in reply to: Atom Package for Monkey2 #7705

    mat
    Participant

    Woah, that is awesome! Thank you very much 😀

    Attachments:
    in reply to: Atom Package for Monkey2 #7613

    mat
    Participant

    Thanks for this package. I’ve been giving Atom a go and it is awesome with this package installed 🙂

    If I can slip in a feature request… It would be very helpful if double-clicking on error lines in the output log would jump to the file/line number.

    Great work. Thanks again!

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