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Thanks guys! I will continue to work on Pyro as long as Monkey2 is activly developed.
is there a reason why the Pyro framework is split up into smaller modules but GUI and Scenegraph each are one long file?
I just prefer to start modules that way and split them up later. Time sometimes just gets in the way. One day probably I will split the files up.
Not sure I need to state the obvious but I love BRL products and I would be sad to see it go! Monkey is great but the world has changed and there is a mindset that when you want to be a ‘serious’ programmer that you need to start with Unity or other bloated crap. But the kind of games I want to make like Revengestar or Dumbot ar far easier to make in monkey than Unity or whatever. And I have been playing with Unity on and off. We are even going to release some asset packs for it soon but that is not for fun but for the money. Monkey is for FUN!!! Now fun doesn’t pay the bills so he needs a plan. I am not talking about big roadmaps or whatever but a ‘short term’ plan to earn some money would be a great way to start! I think monkey2 is not making ( so much ) money because not a lot of people want to pay for a programming language anymore. Although it seems to be working for AGK. I do think the way Unity is doing it is brilliant with their asses store. Give away the main product for free and make money with add-ons. I think this can work for Mark but he needs more add-ons than AdMob. The landing page of the monkey website could use something else than a blog. It doesn’t say what monkey is! Get the community involved. Now if managed badly it will give you more work but if managed correctly it can save you a lot of work. 1 guy in charge of the docs, one guy for tutorials, one guy for the website etc. Maybe get a job or source of additional income and enjoy the programming and be patient! And 1 thing that I would like to see happening is Visual Studio IDE support ( or another ‘pro’ IDE ). Now not for me but this can attract a new crowd. And please don’t drop the mobile!
Thanks AdamStrange!
The crash test art has an update!
Added new gui elements, backhgrounds and tiles!
Get it at: https://playniax.itch.io/crashtest-art





I don’t remember the details but try the joystick stuff…
Pyro2 v1.0.5 is available!!!
An update of the Monkey2 / Pyro2 package is available on itch
Summary
• Added Tiled module ( beta )
• Added MouseDown, MouseHit, MouseReleased and MouseHover to scenegraph layer objects
• Added CreateTiledImage to the gfx module
• Added drawMode to DrawLine
• Added Insert to Layer class
• Added TextureFlags to ContentManager loaders
• Renamed StringArrayToFloat() to ToFloat()
• Renamed StringArrayToInt() to ToInt()I will also send an update to Mark for the module manager.
I also released the game template keep-mining.

After purchase you can reskin the game, change the title, change the music and monetize it anyway you like!
Final builds should work on Android, iOS, HTML5, Windows and OSX!I have a suspicion of what it can be. Will have a look…

I was working on a little ‘endless runner’ template for Pyro based on that old boulderdash game but with a twist.
The control buttons will probably not work yet on a touchscreen so use the keyboard arrow keys up/down!
Here is a little preview
The idea is to get this template out on chupamobile to generate some Pyro exposure and generate some revenue.
The template will be easy to reskin so interested parties will be able to create a custom version and monetize it.
Levels can be created with Tiled.Looks great!
If this means monkey2 support for Visual Studio I am all for it. Not really for myself but it may attract more people to Monkey2
Great find therevills! Thanks Mark!
Btw, I found that Pyro’s own virtual stuff did not suffer the problem…
Did some tests and it starts to look like its a monkey2 lighting bug when a virtual resolution is used.
It works when I use the sprite in image mode ( Type=1 )
I will run some more tests and if needed contact Mark…
There are basically 2 correct ways to get the mouse coords when a virtual resolution is used or the camera zooms in/out/rotates.
Monkey1mouse:=camera.GetMouseLocation( layer )or
Monkey12mouse:=layer.GetMouseLocation( camera )what you suggest on getting Canvas details in the OnUpdate method
For now, the canvas size is always the same as the window size ( or view ). You can also call camera.View.Width or camera.View.Height
I will change this in the future because I want to be able to render the scene to an image larger or smaller as the default canvas and at the time I coudn’t decide the best approach on passing the width and height to the update part. But I think for now your safe to get the window or camera sizes…
whats the fix
Will post that later
currently we cant pass in a texture flag to GetBump in the content manager
I see. Or I missed it or Mark added it recently not sure. Anyway, will try to add that.
Is there a better place to discuse these changes or are you happy with this thread?
Maybe some kind of more direct communication is needed because I am interested in what the ‘Diddy guy’ thinks that should be added. I use Slack, Skype or do you have a suggestion except for github.
Thanks Mark for clarifying that!
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