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You can give a name to an object in Tiled and in Pyro you can find this object by using GetObject( name ) and you need to cast the object. You can do this at scene level or layer level.
At scene level:
Monkey1234Local obj:=Cast<LayerObject>( scene.GetObject( "name" )If obj<>NullPrint obj.XEndIfAt layer level:
Monkey12345Local obj:=Cast<LayerObject>( layer.GetObject( "name" )If obj<>NullPrint obj.XEndIfAssuming each object has a unique name.
Finding tiles at any position should not be a problem but I haven’t tested this really yet so let me know if it works…
I just need to finish up the IAP mobile module this week
I guess I have to be careful of what I wish for in the future
Hi guys,
Not really planned but I needed some time off from my current projects to avoid burning out on them so I took a day to port Typoooh from Ignition X to Pyro 2! Play the browser version here
Best to be played on a desktop browser!
( btw, social media buttons do not work yet in this version )
I hope it’s not too serious!
Anyway, take care!
> For pure desktop there are virtually thousands (better) solutions out there
You take that back!
Can’t think of one.
I’ll make that back, right?!?
Yes, I will pay that $100 when it’s out! Who will join me?
Pyro2 v1.0.4 is available!!! Update contains critical bug fixes!
An update of the Monkey2 / Pyro2 package is available on itch and I just uploaded an update to the module manager so I expect the update to be available for download anytime now.
The Tiled loader was also updated with an important bug fix.
The day you drop mobile support…
Seriously, that would be a nightmare for me!
Yes, if you buy the Tiled converter / Tiled loader Add-on
It has a converter but also a class that can load Tiled maps directly ( preferred method ) ! It should load orthogonal and isometric maps although I tested mostly orthogonal in a production environment for our upcoming Dumbot game. Make sure to turn off compression in Tiled before you save a tilemap because compression is not yet supported.
I feel almost bad for pushing this but not really
I understand Mark that time is a factor, hence the community crowdfunding idea that could help with ‘the sting’.
potential audience just isn’t that big
Right now, maybe not. But it can’t hurt Monkey2 and IAP is important for mobile. I wish it wasn’t but it is ( IMHO ) …
I am just happy it’s still happening! Thanks anyway!
Thanks! NOT looking forward on going through the AppStore crap but hey, need the exposure…
Thanks guys, will have a look!
Did I have any issues with MX2 and Android? I found a few bugs that Mark squashed but I must say once you know your way around MX2 is a very stable. Biggest issues probably is the minimum of docs but nothing that can’t be found out. Actually because I never worked with Android Studio before this was the thing that took the most time. And to get Admob working took me some time but below is a copy of from my notes:
1. Build project in MX2 for Android target
2. Open the project in Android Studio and let Gradle do it’s job
3. If you need Admob do the following otherwise you can skip this:
* Use the Android Studio SDK Manager->SDK Tools to install Google Play services if necessary.
* Load the android studio project you want to build.
* Select ‘View->Module Settings’ menu. Note: for reasons known only to google, you must have ‘app’ in the ‘project’ pane selected for this option to appear!
* Select ‘Dependencies’ Tab.
* Hit green ‘+’ at top right.
* Select ‘1. Library Dependency’.
* Select ‘com.google.android.gms:play-services-ads’.
Now in order to prevent this error:
Error:Execution failed for task ‘:app:processDebugManifest’.
> Manifest merger failed : uses-sdk:minSdkVersion 10 cannot be smaller than version 14 declared in library [com.google.android.gms:play-services-ads:11.0.2] C:\Users\Tony\.android\build-cache\2e6a1bf744e3d358c7192002615b4e56c3725e5b\output\AndroidManifest.xml
Suggestion: use tools:overrideLibrary=”com.google.android.gms.ads.impl” to force usageOpen your build.gradle file ( can be found in for example: revengestar.products\Android\app ) and change the minSdkVersion 8 in minSdkVersion 14 and Clean project!
( source: https://stackoverflow.com/questions/20902100/android-studio-what-is-the-right-way-to-change-targetsdkversion )
I made version 14 default in my MX2 products template btw.
3. Run App!
Publishing on Google Play was easy once you done it before. Still some headscratching moments though but that is because of some weird Google Play behaviour and not because of MX2.
Next I will be publishing on the AppStore. Let’s see how that goes.
Hope this helps anyone!
1. Yeah, might change that but we need a IAP module!!!
2. Do you know how to detect the backbutton? Is it a joystick button? Coudn’t find it in the docs…
3. Not for pussies
4. Thanks, a real blessing to use! Best work I did!
I just released a beta version of the Pyro2 TiledLoader Class and is now part of the Tiled converter package ( probably will change the name ).
This means that Pyro2 can now load Tiledmaps directly without using the converter!
It should support orthogonal and isometric Tiledmap and most Tiled features.
Be sure to turn off compression before saving a Tilemap because compression is not supported yet.
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