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Is GUI a poorly chosen name? Because I cannot see why a GUI system is driving or supporting areas like input and weapons….
You have my permission.
Let’s keep this going, if it doesn’t distract you too much from actually coding stuff.
I agree Richard. I ported my framework and two games now to Monkey 2 and sure learned a lot. But, one side effect of this is that you don’t pickup on new language features because you are porting ‘legacy’ code.
Looking good btw!
Works good on Linux Mint, with Chrome as well.
Well, if it does not recognize the stick, it will report that there is a non-supported stick attached. It should not crash
Thanks for that test!
Good to hear! Did you use a gamepad or just the keyboard? I would love to hear how gamepads behave on OSX.
At this moment, touch generates a fake mouseclick event, as stated in Marks blog, posted on August 24th, 2016
Hi Jesse, that’s very nice of you! I will update the source though to include some final refinements. Are you will to do it again? I will send the new source to you.
And did you play it? Did you use gamepads or controllers? or the keyboard?
Added support for a fun joystick I found in an Amiga haul I received yesterday. USB Competition Pro joystick, I didn’t even know these existed…
Attachments:
@cocon: guess I did!
It’s not 100% done yet. I need to add some joypad control checks and then I need builds for Windows, Linux and OSX. Anyone here who can build on OSX for me?
That is because it is fun to use, extendable and rock solid.
TBH, I find this unreadable… If you want to return something, why not state it?
Updated this to reflect the recent release.
He Mark,
Thanks for that explanation, it makes a lot of sense and it explains why sound stopped earlier once I got to the later levels
I’ve hacked this together in my PlaySound() function and it works fine. It’s not pretty but it fixes the immediate need:
Monkey1234567891011If channel = Nullchannel = sound.Play()channel.Volume = volumechannel.Rate = ratechannel.Pan = panElsechannel.Volume = volumechannel.Rate = ratechannel.Pan = panchannel.Play(sound)EndifI wasn’t in the mood to write a manager that will reserve channels and monitors them if they can be discarded yes or no, and I’ll wait for your channel parameters.
Suggestion: make every channel auto discard by default… Makes a lot of sense to me, but possibly only after you’ve made altering the parameters possible
@Matthew: Nice! Thanks man, glad you like it.
Oh! I need to add the gamepad control checks!
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