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Updated version (v0.5)
Make some (more!) big internal changes the past couple of days. I wasn’t happy with my first attempt at scaling so thought more about it and started again. Previously just about everything was scaled pre-render (this included speed, distance and size calcs) but I’ve changed that so it just when rendering now. The game now will run, process and validate at a set screen size (in this case 640×480) but it now renders everything automatically to the actual screen size.
Overall it now looks and runs the same regardless of resolution and I don’t have to change a thing! The net effect is that the graphics become much cleaner and defined as you increase the resolution.
I also re-org’d a whole lot of other stuff to make it cleaner and easier to access (the eternal on-going tidy-up!). Now time to push on and look at the UFO, power-ups and final review of the colors.
Yeah – might be acquired taste that one! Turned it off myself earlier.
Updated version (v0.3)
You can now adjust the screen size (auto scales everything up) which makes the whole thing look much crisper! If you look in the settings file you can set the screen width which will configure the final screen size:
640 – 640×480
800 – 800×600
1024 – 1024×768 (default if nothing else matches)
1366 – 1366×768
1920 – 1920×1080Everything is scaled (vectors, font, particles, speed) so it should essentially play the same regardless of resolution (not sure if I’ve got everything as yet though as it seems slightly easier the bigger you go).
Thanks guys. Yeah need to keep working on the colors. I removed a background image just last night so the colors need a bit work. Also I might bump up the resolution (from 640×480) which should crisp up the lines as they are a bit chunky ATM.
Like the shaking also – pretty much built-in to Wiebo’s Game2d framework so all credit to him!
Sorry – no Linux here! Should have uploaded my code
My github has that if you need it.
Yes! Even adding the flickering adds a bit.
Just wanted to add I’ve been using Wiebo’s framework for the past couple of weeks which has made the backend gaming stuff easy to setup and manage. I’ve taken some of Wiebo’s Asteroids example (thanks!
) and created a customized Vector entity using some code I’ve had sitting there for ages – not sure where from) which I’ve used for the ship, asteroids, bullets etc and customised the particle engine (up on the forum and in the bananas folder) and vector font (originally from Mark Incitti in BlitzMax) for the rest. Pics attached but as with vector games, it looks better on-screen than in image!
Asteroids has been probably my favorite game to make over the years – having played it heaps on the Atari 2600 originally. Over the years I’ve tried building it in Garry Kitchens GameMaker on the c64, Amos on the Amiga, Blitz 2d and now in Monkey2!
The base game is done (minus the UFO – todo!) with all the gfx (with nice little flickering effect) and sound effects done (including the thump thump!) but i’m going to add some powerups (such has faster turn, speed, extra bullets, maybe bombs etc) to spice it up a little. I’ve already added current level and remaining asteroids (ahla Wizball).
Overall Wiebo’s Game2d Framework has taken out the boring stuff such as states (screens, playfields) and object management (images, sounds) etc and allowed me to concentrate on the game itself (the reason we uses such frameworks!). Even has some built-in management for configuring keyboards and joysticks.
Attachments:
I can see why you used ‘asset::’ as you are loading one asset for each call. I also think ‘asset::fonts/’ etc as plural makes sense based on the folder/multiple blob scenario.
Great job! Looks very useful!
EdzUp,
Add this to your App Class:
Monkey123456789Method OnKeyEvent( event:KeyEvent ) Overrideselect event.TypeCase EventType.KeyDownIf ( event.Key=Key.Enter And event.Modifiers & Modifier.Alt ) Fullscreen=Not FullscreenIf ( event.Key=Key.Escape ) App.Terminate()EndEndApp.Terminate() does what you need here.
I was just taking a look at the latest check-ins an there appears to be now be the ability to use GL calls. Not sure DirectX is utilised at this point (from my limited knowledge!).
Nice – thanks! Easier than forking!
I downloaded the v1.0.1 release and repeated the setup – no probs. Haven’t looked at the very latest changes (apart from a specific change to Canvas) – not sure if you can just unpack those – I think the key is not overriding the latest compiler as I believe only Mark can compile that ATM?
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