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I have absolutely no concerns about binary sizes. This has changed over the years. Monkey still produces lightweight binaries, just do a comparison to Unity for instance and you know what bloatware is.
So to me it sounds your only concerns about the future of Monkey are compile times and binary sizes?
Oh I wish those were the only ones for me…
So here are my concerns:
1) Another split of the community made things worse.
2) No clear roadmap, no direction, lack of communication (well that’s nothing new I know)
3) What is the future, what is when Monkey 2 is considered to be finished? Will it be abandoned like Monkey 1? Will it be maintained?All I(!) want would be just a clear statement, either:
Yes, I will do my best to maintain Monkey (1,2,3,…) and keep it working. (This is especially important for the fast changing mobile SDK stuff!)
or
No, I won’t maintain Monkey (1,2,3,…) as soon as it’s finished.
That’s it. I just need clear communication. So can I use Monkey 2 for future mobile projects for the next 5-10 years or not. Look, I’m at a point where I moved from Hobby stuff to “real” business and that’s why I have to be able to plan ahead. And I only can plan ahead when there is a minimum level of communication.
I doubt I’ll get an official answer here, sorry for being that rude. But I never ever got a clear answer anyway.
Thanks, will try it out!
Hey Tony, I wrote you a mail about that following question but it might be of public interest so I ask here as well:
I can remember that I had this issue with virtual resolutions, where one side is fixed and the other is floating (like for mobile devices for instance).
I once even had a question and Mark had a fix for this here:
http://monkey2.monkey-x.com/forums/topic/layout-questions/Is there something similar now in Pyro 2?
Thanks!
One killer feature for me (don’t laugh) is “tab to spaces”. And I agree (no offense) but TED doesn’t feel like an IDE.
For me Jungle IDE is the ideal one. For now I use Atom with Monkey2.
I totally agree Hezkore. But… you know… Mark and marketing (oh what a lovely thing that mark is part of the word marketing!) doesn’t fit at all. That’s why we have now Twitter, Facebook and a split community over three different pages with three different forums. No doubt there will be a fourth one at some point.
That’s a fantastic package, I use it as well, just to let you know.
Will give more feedback!
HA! You’ve spotted that bug, thanks! Will be fixed in the next build.
Well it will be kind of a roguelike. Still not sure if turn based or real time. You will have to sneak through some dungeon like procedurally created world and will battle versus other bots. Plus equip your own one…
Alright, I’ve uploaded another tiny prototype where you can just walk (creates noise) and ping in that randomized boxes world. Nothing meaningful yet, just want to show a little progress:
http://www.sonobots.com/game/html5
If you prefer an executable: http://www.sonobots.com/game/b002.zip
Use WSAD or cursor keys to move and SPACE to ping.
It’s pretty real time at the moment, next steps will be to put in some other bots and test both turn based and real time environment. Thanks!
Thanks guys!
Much appreciated!
Yes Monkey 1 has everything I need, including working in app purchase stuff. But it’s just… well… abandoned unfortunately.
Lack of communication is nothing new, it’s been there for ages now and well, I can live with that. No answer is an answer already.
Ok, so no plans. Fine. I’m going to switch back to Monkey 1 as long as Monkey 2 is not mature. No offense intended. MX2 is great but lack of documentation and features I need makes it a pain to use atm for me.
Thanks! Yes it runs good in Chrome but lags heavily in Internet Explorer. Actually this isn’t optimized at all yet. Just some render to texture stuff done by the CPU, no shaders involved yet.
Apparently this had something to do with my cygwin installation. So he used the python within the cygwin folder which had a different version to the one of the emscripten folder…
Perfect Mark, thanks so much. That’s exactly what I wanted to achieve!
Apparently it works the same way as with Monkey 1:
Monkey12345678910111213141516171819202122Class GameWindow Extends WindowProtectedField _virtualY:FloatPublicMethod New( title:String, width:Int, height:Int, flags:WindowFlags = Null )Super.New( title, width, height, flags )_virtualY = 288.0Layout = "fill"End MethodMethod OnRender( canvas:Canvas ) OverrideApp.RequestRender()canvas.PushMatrix()Local scaleRatio:Float = Float( Height ) / Float( _virtualY )canvas.Scale( scaleRatio, scaleRatio )'Game rendering here...canvas.PopMatrix()End MethodEnd ClassOnMeasure is not needed in that case.
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