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Note: I am talking about desktop applications here. If you want to do Android, then better wait a bit more.
From an all round functionality point of view: I’m working on my framework and I have the bare essentials up and running and I’m quite happy with the results so far! Yes, some areas are not documented very well (or at all) but things mostly seem to work.
I miss some stuff: image>image collisions for example. That is the main thing I would like to see added!
Other than that, I have no immediate needs and I am about to port my Choplifter clone that I’ve made in Max to Monkey2. This is a slightly larger game and a good use case of M2’s usage (for me) on desktop.
Are you using namespaces? Make sure to reference these if you are.
TextureFilteringEnabled set to false should make a huge difference. You need to call it at each render though.
Adam: it’s easy: FORK the monkey2 repository. Clone your forked repository to your local drive. Commit and push your changes. Create a new pull request on the forked repository.
July 24, 2016 at 7:49 am in reply to: V1.0.1 and V1.0.2 give "VCRUNTIME140.dll is missing" when launching Ted2 #2382Yes, I had the same problem and installing the 32 bit version of the runtime package fixes this problem!
Changed the namespace, will upload a new version soon!
I am using fixed time to great satisfaction.
I have no responsibility for module names from other authors of course.
I had the same module name for the blitzmax version since 2006 and never heard of anything named the same, although it was wdw.game2d then. Putting all my names under one top level name turned out to be a chore though, so I didn’t want to do it again.
I have uploaded my game2d module. It’s starting to come together now, so I thought, why not?
Hi Mark,
For Ted2 or for json in general?
That is really nice
It would be nice if it could be merged into the monkey2 source. BUT, there are a lot of color definitions now, is there an online reference on these, so one can look up the table with example colours online?
Nice man!
Maybe Mark wants to use Pull Requests as is the standard way or requesting a repository owner to pull proposed changes from a Forked repository. If we do it like that it can happen in an organised manner.
The procedure is simple: Create a local Fork of the monkey2 repository, make you changes, create a pull request. Mark can review the code, comment on it and if all is well, he can fulfill the pull request.
I just pushed a change that allows the use gamepads. Xbox360, PS3 and 4 supported. Code is kinda messy, but I’m sure I’ll return to it when I know more of Monkey2’s new language features to make stuff more clean.
EDIT: yesterday evening I realised I forgot to add Hats, and I thought of a better way to support these and other controls, so I’ll give that a go later today.
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