Ignition v1.6c IMPORTANT UPDATE!!

Monkey Forums/Monkey Programming/Ignition v1.6c IMPORTANT UPDATE!!

Playniax(Posted 2013) [#1]
* V1.6c IMPORTANT UPDATE!!! *

* engine.monkey *

I have made some changes to Ignitions engine display system.

I was never really comfortable with the OnFirstRender () stuff because people where putting Cls in the OnRender method and asking me why the layer objects where not displayed :)

It probably won't break to many people's code (I hope).

So first of all I have removed the Display command that redirects the engines OnRender () to playfields.
OnRender () is now redirected to ALL playfields and can be useful for splitscreen rendering if you don't need layers or layer objects.

If you get errors simply remove the Display (playfield) line from your project.

Second I have removed OnFirstRender () from the engine. Instead you can now use OnRender () for this.
All rendering done in OnRender () now happends behind engine objects like layers and layer objects.
To render stuff on top of engine objects I have added OnTopRender (). OnTopRender () is disabled by default but can be enabled by setting topRender to True.

So basically move your OnRender () code to OnTopRender () if you need your stuff to appear on top and move your OnFirstRender () code to OnRender () and it is the same.

I also have added DebugRender () and is enabled by default. DebugRender () is not sensitive to the virtual resolutions.

DebugRender () can be turned on or off with the debugRender variable.

* tiles.monkey *

I am also working on a Tiled loader. This required me to change some stuff to the tile engine but it's really a minor change. I have removed the TileSize () methods and is replaced by
TileWidth () and TileHeight ().

And I have separated the content manager from the engine and is now a 'standalone' module.

I have also put a demo in our member area (login) of therevills spriter code that shows how to use it with the Ignition layer system. I will add more demo's for this soon.

We do not officially support this (yet?) but I try to help out if people have questions.

If you have more questions or problems please send me an email directly and I help you to fix stuff.

I advice you to get the update ASAP to get used to the changes.


c.k.(Posted 2013) [#2]
The latest available on the web site is labeled 1.6b.


Rushino(Posted 2013) [#3]
Great changes! Definitivly less confusing ! Will apply thoses changes asap.


rIKmAN(Posted 2013) [#4]
This is great, will download later and have a play around, and I am looking forward to more Spriter integration in the future.

Thanks Playniax! :)


Playniax(Posted 2013) [#5]
@c.k. that damn google cache :) Try refresh or reload page.


Playniax(Posted 2013) [#6]
The Ignition learnig method is based on code examples, demos and comments.

However I have started to work on writing tutorials.

They are really time consuming but good documentation is very important.

I have just uploaded a first draft (more coming) of some tutorials for you to look at.

http://www.docs.playniax.com/


mteo77(Posted 2013) [#7]
Hello.
They look very well made and they go into enough detail to be understandable.
Keep up the good work!


Milky Joe(Posted 2013) [#8]
I agree. They are already very helpful.


c.k.(Posted 2013) [#9]
Are those docs provided with the download? I seem to have seen this already, but not on the web site.


Playniax(Posted 2013) [#10]
Yes, the downloads have the same docs but did not have all the tutorials and articles section like the ones online.

And the downloaded versions can be loaded with TED/IDE so you can run the examples.

I will try to expand the tutorials and articles every week.

This also gives people more information about the framework before buying :)


Why0Why(Posted 2013) [#11]
Did you ever get with Ziggy on Jungle integration?


Playniax(Posted 2013) [#12]
Yes, I did. Just to many things to do but I will get back on it.


Playniax(Posted 2013) [#13]
Little tutorial update:

http://www.docs.playniax.com/tutorials/index.html


Playniax(Posted 2013) [#14]
I have no idea if I ever finish it or when it will be finished but I have started to port our game Defenstar to monkey!

I think it is really cool to see the background of Defenstar scrolling on HTML5 and it was easy too because IgnitionMax and Ignition for monkey have the same playfield, layer and sprite system :)

http://www.playniax.com/share/demos/defenstar/MonkeyGame.html

And if you don't know Defenstar, shame on you ;)

http://playniax.com/defenstar.html


rIKmAN(Posted 2013) [#15]
Looking good!I
Is this using the Tiled map or the original format from Ignitions editor, or is it neither and just large sprites wider than the resolution layered?

Also in the Spriter demo in 1.6c, its says there are bugs at the top of the source.
What bugs are these I should look out for?


Playniax(Posted 2013) [#16]
Defenstar is not using tiles but huge bitmaps. If I remember correctly Defenstar is using 14 layers so tiles are not an option. I wrote a 'world' editor for Defenstar to edit the backgrounds. Eventually I would like to release this editor.

The bugs I am talking about is the flipping and mirroring of bones. I think they are in the spriter code itself, not by porting. I need to keep up to date with the latest spriter code but I think it's nothing serious.


rIKmAN(Posted 2013) [#17]
The world/layer editor sounds interesting.

In terms of Spriter, therevills 'fixed' the code using a small workaround of just flipping the images (rather than the bones) and this seems to work fine (for me at least) - I thought there was some bugs in the porting to Ignition I may need to know about :)

Also, where are the Tiled for Ignition examples, I have looked in every folder of 1.6c but can't see it - I'm sure you did one?

From your experience, how wide can you make your defenstar levels using the "large bitmap" technique before you get any slowdown/bottlenecks/issues?

I'm thinking mainly of mobile targets, and my play area needs to be wide (and scrollable) so I'm thinking tilemaps are the way to go.


Playniax(Posted 2013) [#18]
The tiled examples are coming... I have a prototype working. It works like a loader/converter to the Ignition tile system. I am going to release experimental versions first.

In my experience, but this was a while ago a problem is GC activity. Defenstar would be a huge pill to swollow for mobile devices I think. Creating a lot of objects seems to slow down systems and releasing objects also. That is why Ignition has the object pooling system but I will see over time if the performance of a game like Defenstar is acceptable :)


rIKmAN(Posted 2013) [#19]
Ah sorry I thought you had released a Tiled demo already - my bad.
Looking forward to them, until then I'll have a play with the Ignition editor to test performance.


Playniax(Posted 2013) [#20]
Like always, things take more time then I would like :(

Anyway, nice things coming so here is a little 'roadmap' or goal map we have set for our selfs.

- Tiled support
- Improved docs, tutorials and how to's
- Box2d (probably)
- Nice interface for desktop apps or tools
- Nice interface for mobile devices

Here is a sneak preview of a pulldown menu I am working on (NOT FINISHED!)

http://www.playniax.com/share/demos/pdmenu/MonkeyGame.html

And 2 new games... Phew!


Playniax(Posted 2013) [#21]
Added system gui tutorial

http://www.docs.playniax.com/tutorials/index.html

Or index

http://www.docs.playniax.com


CodeGit(Posted 2013) [#22]
@Playniax, the tutorials are awesome....thanks. :)


Playniax(Posted 2013) [#23]
Thanks guys! The online docs (WIP) have a high priority for me now so I try to update and expand rapidly.


Playniax(Posted 2013) [#24]
V1.7 up!

http://www.monkeycoder.co.nz/Community/posts.php?topic=4941#54116