Simon Armstrong

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Viewing 15 posts - 1 through 15 (of 231 total)
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  • in reply to: Compile problems with itch.io on Windows 10 #15653

    Simon Armstrong
    Participant

    For the GCC issue I would try commentings out the line in question (e:/Monkey2/modules/monkey/native/bbstd.h:23) like so:

    // #define __forceinline inline __attribute__((always_inline))

    It is pretty odd that this is a warning not an error and I would not expect a monkey2 failure.

    I suspect the version of mingwm, are you using 6.2.0 as specified here:

    http://monkeycoder.co.nz/monkey2-files/

    in reply to: Christmas Bounty Program #15610

    Simon Armstrong
    Participant

    Monkey2 already has a “mega” library dependency that takes longer to compile than all other modules put together (assimp) so I don’t think it is great idea to add libcurl which I assume would fall into same category.

    IMHO core monkey2 needs to be lighter and faster and with it’s new support for win32 long types I think a wininet module written in pure monkey2 for web requests would fit the bill.

    In the same vein, removing assimp to the external module manager leaving .gltf and possibly a new .b3d pure monkey2 3d model loader in core would make monkey2 a lot smaller and faster to compile.

    in reply to: Christmas Bounty Program #15599

    Simon Armstrong
    Participant

    Nice to see some support for win32 http bounty.

    The most modern API is winhttp which MingW is likely to take issue with or the probably just as good wininet. The https side of things may make the job a real headache which is possibly why Mark opted for pragmatic solution.

    in reply to: how to start a project #15507

    Simon Armstrong
    Participant

    Mojo3D is not ready for beginners, i think also use of monkey2/ root to dump conceptual / incomprehensible / advanced mojo3d files is a bit unrepresentative of the tech.

    If you have time you could deviate from studying source code of a 2D banana or two and edit and view the .mojo3d files.

    Perhaps you can design entire game worlds in them but more likely you will advance by studying the source files in /modules/mojo3d/tests which could arguable be moved to root directory status 🙂

    Allah? If you are arabic perhaps you could use arabic charset for your user name, IMHO I don’t think it translates well to english.

    in reply to: New Realtime Sound Subsystem #15263

    Simon Armstrong
    Participant

    Nice one Adam!

    in reply to: Help with Admob module (banner only) #15208

    Simon Armstrong
    Participant

    There is likely some useful information being logged to the Android console aka logcat.

    Either launch your test builds from Android Studio or run adb logcat from command line to view.

    in reply to: Monkey2 Manuals #15008

    Simon Armstrong
    Participant

    Changed original links to new domain name.

    Am looking forward to a 2018 version of these docs possibly published here https://readthedocs.org/

    Python syntax errors may be ugly and hostile but their docs have always been nice.

    in reply to: Monkey2 Opengl or Directx? #14851

    Simon Armstrong
    Participant

    Last year windows platform used angle DirectX stub solution.

    This year monkey2 defaults to pure OpenGL for performance improvement.

    Info here http://monkeycoder.co.nz/forums/topic/new-opengl-driving/

    in reply to: Steamworks module #14767

    Simon Armstrong
    Participant

    Hey Andy, I have pinned latest version of steamstub for BlitzMax to my mojolabs BlitzMax Discord channel:

    https://discord.gg/qJccbSp

    in reply to: Need help converting model to triangles! #14613

    Simon Armstrong
    Participant

    You need to get the source vertices via their index:

    in reply to: mojox app featuring left right top and bottom docks #14581

    Simon Armstrong
    Participant

    Fixed some issues with my super smooth scrolling involving moving texture coordinate from outside to inside the gutters. Now adding some drawing primitives with same large gutter attribute.

    in reply to: Getting Dir Contents #14473

    Simon Armstrong
    Participant

    I managed to find docs for LoadDir function in std.filesystem docs using the Docs tree in Ted2Go.

    I was unable to get google to find the same page using “monkey2 function contents of directory” search query -from cursory glance the monkey2 online docs don’t look search engine friendly.

    in reply to: Bytes 'n bytes #14401

    Simon Armstrong
    Participant

    As opposed to what? The behavior is correct and reflects how casting to signed and unsigned data types works with all computer languages where a byte is defined as an 8 bit binary value.

    in reply to: Steamworks module #14364

    Simon Armstrong
    Participant

    Some reasons to not publish monkey2 on steam at this time in no particular order:

    – steam is not a thing on embedded platforms such as pi
    – required windows toolchains are either freetarded or license crippled hence difficult to support
    – poor user experience for atypical zero knowledge steam user
    – blitzmax game developers rock
    – publishing banana showcase may be better first step

    in reply to: Steamworks module #14317

    Simon Armstrong
    Participant

    Nope – due to a number of factors the original monkey2 on Steam plan got shelved. There is a usable Steamworks module that I am happy to share with anyone serious about publishing on Steam.

    An updated steamstub for BlitzMax did happen a while back for the likes of Counter Strike 2D and 3030 Death War Redux both of which seem to be doing pretty good.

Viewing 15 posts - 1 through 15 (of 231 total)