Voidwalker

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Viewing 12 posts - 31 through 42 (of 42 total)
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  • in reply to: Monkey 2 vs AppGameKit #10247

    Voidwalker
    Participant

    Na. Cerberus is just Monkey 1 with the same documentation like Monkey had. Which is in a better shape than the Monkey 2 docs.

    So the joy of choice again. All 3 solutions work. I’d say you could even check more tools available. If you go for 2d, Game Maker Studio could be a valid option as well.

    in reply to: Monkey 2 vs AppGameKit #10244

    Voidwalker
    Participant

    AGK can be used with Tier 1 (Basic interpreted) and Tier 2 (C++ compiled).

    Using Tier 1 AGK will be definitely slower than Monkey 2. When you’re familiar with C++ you could use Tier 2 there.

    Monkey 2 is a nice language, AGK Tier 1 is a joke compared to that. Monkey 2 is the clear winner (compared to Tier 1!)

    The IDE of AGK is superior in almost all things. When you use C++ Visual Studio obviously beats Ted hands down.

    The documentation of Monkey 2 is a joke in it’s current state. AGK wins here.

     

    All in all it’s a matter of taste. Both tools can create almost everything.

    in reply to: IDE options #10196

    Voidwalker
    Participant

    No it’s not a retina screen. Actually the windows bar is crisp sharp, everything is sharp but not the views and the menu bar. Odd. Zoom is set to 100%.

    in reply to: IDE options #10194

    Voidwalker
    Participant

    Did a search, looks exactly like here: http://monkeycoder.co.nz/forums/topic/ted-blurried-on-my-machine/

    in reply to: IDE options #10193

    Voidwalker
    Participant

    Is it intended that the fonts are blurry? Have a Macbook Air with Windows 10 installed.

    in reply to: IDE options #10191

    Voidwalker
    Participant

    Thank you! Will look at it. Does it have intellisense stuff?

    in reply to: Draw image #10149

    Voidwalker
    Participant

    And it should. I also don’t get why using an int instead of an unsigned should make trouble in that case. It simply doesn’t make sense at all.


    Voidwalker
    Participant

    I have the same issue. Is there a reason to use this proprietary……?

    in reply to: Drawing 2d pixels #10108

    Voidwalker
    Participant

    Thanks, this speeded up things from 40ms to 14ms on my old laptop. Fantastic!

    I wish there would be something like a good documentation. Is this coming at any time?

    in reply to: Drawing 2d pixels #9948

    Voidwalker
    Participant

    Interesting. Mine is a MacBook Air from 2011 but running Windows 10.

    in reply to: Drawing 2d pixels #9946

    Voidwalker
    Participant

    Sorry, I cannot format the code better, because I get:

    <h1>403 Forbidden</h1>
    A potentially unsafe operation has been detected in your request to this site.

     

    WTF? I may not even attach a monkey2 file… I’m sorry if this comes a bit unstructured.

    How am I supposed to use “code tags”?

    in reply to: Drawing 2d pixels #9945

    Voidwalker
    Participant

    [codebox]

    #Import “<std>”
    #Import “<mojo>”

    Using std..
    Using mojo..

    Function Main()
    New AppInstance()
    New GameWindow( “2D Test”, 800, 600 )
    App.Run()
    End Function

    Class GameWindow Extends Window
    Protected
    Field _renderTime:Int
    Field _renderTimeCurrent:Int
    Field _renderFrameCount:Int
    Field _lastRenderTime:Int

    Public
    Method New( title:String, width:Int, height:Int, flags:WindowFlags = Null )
    Super.New( title, width, height, flags )
    ” Layout = “stretch”
    ClearColor = Color.Black
    SwapInterval = 0 ‘disable vsync
    _lastRenderTime = Millisecs()
    SeedRnd( Millisecs() )
    End Method

    Method OnWindowEvent( event:WindowEvent ) Override
    Select event.Type
    Case EventType.WindowMoved
    Case EventType.WindowResized
    App.RequestRender()
    Case EventType.WindowGainedFocus
    Case EventType.WindowLostFocus
    Default
    Super.OnWindowEvent( event )
    End Select
    End Method

    Method OnRender( canvas:Canvas ) Override
    App.RequestRender()
    Local st:Int = Millisecs()
    _renderTimeCurrent += ( Millisecs() – st )
    _renderFrameCount += 1
    If( _renderTimeCurrent > 500 )
    _renderTime = _renderTimeCurrent / _renderFrameCount
    _renderTimeCurrent = 0
    _renderFrameCount = 0
    End If

    For Local y:Int = 0 Until 511
    For Local x:Int = 0 Until 511
    Local col:Float = Rnd( 0.0, 1.0 )
    canvas.Color = New Color( col, col, col, 1.0 )
    canvas.DrawPoint( x, y )
    Next
    Next

    _renderTime = Millisecs() – st
    Local fps:Int = 0
    If( _renderTime > 0 )
    fps = 1000 / _renderTime
    Else
    fps = 1000
    End If
    canvas.Color = Color.White
    canvas.DrawText( “Rendertime: ” + _renderTime + “ms / FPS: ” + fps, 10, 580 )

    _lastRenderTime = Millisecs()
    End Method
    End Class

    [/codebox]

Viewing 12 posts - 31 through 42 (of 42 total)