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just the ‘backend’ for any such tools.
Sounds good! I think as long as a flexible shader system is in there that’d be great, people can build the tools into their own editors and whatnot.
You’re just missing the brackets on the notify command:
Monkey1Notify ("Hello", "You")This is great, I don’t know where you find the time for all this output!
You need to create the array with new and specify how many:
Monkey1234567891011121314#Import "<std>"Using std..Global x:=New Int[10]Function shuffle()x[1]=10EndFunction Main()shuffle()EndUp to part 14 which is pretty much where I was at before I rewrote it all. You can have a look online with emscripten: https://www.rigzsoft.co.uk/files/spacecraft/SpaceCraft.html
Controls: WASD to move about. Space paints rocks, backspace removes. Left mouse laser, right mouse tractor beam.
I you wanted to compile part 14 you’ll need the latest version of TimelineFX, which is currently in review in the modules section, otherwise you can grab from GitHub here: https://github.com/peterigz/timelinefx.monkey2
I want to do a YouTube walk-through from start to finish, and I’ll probably do it in much fewer parts (maybe even 1), it was just easier to do it broken up like that. Will probably tweak a bit more though, might add some lighting effects. Feel free to do your own thing with it!
Is PVector2 a struct? If so then I suspect this is a “Structs can’t be null” bug of some kind, in which case I guess the parser should probably pick it up.
Nice game! nice concept with the different coloured blobs to overcome the different obstacles. Agree with Jesse in that the freedom of movement was a little restrictive – example being when you’re at an edge and you want to just drop down it didn’t appear that you could do that.
If I make a change to a module then I just compile that module from the command line eg:
Monkey1mx2cc_windows makemods mojoThis is now up to part 7, slowly getting there! Had lots of work come all at once but getting a bit more time again.
Things are a bit more interesting in part 7 as you can now draw and erase tiles which are all added to the chipmunk space which automatically handles all the collisions. Next part will add scrolling around the map and parallax.
Very cool
I would make the camera only follow vertically if the character lands on a higher platform but you probably thought of that already.
Cool. I like the game by the way
Challenging difficulty given how fast the enemy bullets travel!
Yep that was it. Pi does contain the right value, but assigning it to another value outside of the main function doesn’t work:
Monkey1234567891011121314151617181920Namespace myapp#Import "<std>"Using std..Global pii := PiFunction Main()Print pii 'prints 0Print Pi 'Prints PiConst Piii := PiPrint Piii 'Prints PiEndI get the issue here on PC with the invaders going off the side of the screen. Which bit of the code tells them to some back and I can try and debug?
I guess you could always write a little function to clean up strings that are multi-line:
Monkey12345678910111213141516171819202122Namespace myapp#Import "<std>"Using std..Function Main()Print CleanString("This is a very longstring I wish to break up ontomultiple lines")EndFunction CleanString:String(input:String)Local lines:= input.Split("~n")Local output:StringFor Local line:=Eachin linesoutput += line.Trim() + " "NextReturn output.Trim()EndYou can just start a new line, no need for any dots:
Monkey12Function MyFunction:int( Parm1:int, Parm2:int, Parm3:int,Parm4:int, Parm5:int) -
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