Ignition V1.8 now up!
Monkey Forums/Monkey Programming/Ignition V1.8 now up!
| ||
Here is a little update! Maybe nice to know that the gui objects can now use FontMachine fonts :) You still need to download FontMachine! So: - Added experimental support for FontMachine fonts. Example can be found in bananas\playniax\ignition\08_thirdparty\fontmachine - iJoypad is now risizeable (forgot this one). - iFitText can now handle ~n so iGuiTextField can handle line breaks. - Improved spriter importer code (from therevills) example (downloadable from the member area) - Added more rendering examples (01_tutorial_for_beginners\13_more_rendering) FontMachine demo: http://www.playniax.com/share/demos/fontmachine/MonkeyGame.html Extra spriter importer demo: http://www.playniax.com/share/demos/spriter/MonkeyGame.html Spriter IS experimental! |
| ||
Playniax, tnx for up, i download spriter demo (this is more intresting thing for me at this moment) and build it on html fine but cant build for android, other example work fine.. |
| ||
I will have a look at this later for you. What version of Monkey are you using? Do all the other Ignition demo's work on Android? |
| ||
monkey v 69, Ignition V1.8 i build example > joypad, jungle and sone other( new one to ) bananas from tutorials. |
| ||
Cheers Playniax! :) |
| ||
@vmakar85: You mean they ARE working right? Just not the spriter? :) Defeats the purpose of monkey a bit if code runs on all targets but not on Android :) I don't do any native stuff. Anyway, I have a look at it. |
| ||
Hey. If it helps I've just implemented Spriter Importer in my game not via Ignition, and it works fine HTML5 but Android doesnt compile - And I have no idea why |
| ||
What is the error message, is it the same as vmakar85? It must be Android specific as I am using SpriterImporter and it compiles in HTML5, Flash, GLFW, XNA and iOS fine for me, but I don't have an Android device to test. |
| ||
Hey.... oops I was wrong. It was an issue with Diddy and my retrograding back to .66 rather than .69 Now works fine on my Android device. Cheers :) |
| ||
Thanks, great update. |
| ||
Does anyone know how to pack the textures in spriter? You can load dozens of pngs surely, gotta squeeze them onto a single texture. Cheers |
| ||
Have a look at therevills SpriterImporter thread, I'm sure I remember him mentioning this in there. |
| ||
I added Sparrow Atlas support for the Spriter Importer a while ago, check my example out: https://code.google.com/p/monkey-spriter-importer/source/browse/spriterExample.monkey monster = SpriterImporter.ImportFile("monster", "Example.SCML", "monster/monster.xml") The 3rd parameter will load in the Sparrow Atlas xml. |
| ||
Thats fantastic therevills... cheers! It appears that the only person making my game rubbish now is me :P Now all I want is In App Purchasing for google play and Amazon, and I will be as happy as larry. Please somebody write these I'd happily pay |
| ||
Nice Playniax! |
| ||
@Playniax i test it on Monkey V66 yes finally work!!! build correct, run correct. in v69 it not build at all, i can build only html target =( |
| ||
Great! |
| ||
Hello Playniax, are there any news about the "tiled" importer? |
| ||
Hello. Sorry i don't know where to post a request so i will use this thread. If i have to iterate through an objectlist how can i do that? I read the ilist example but i can't figure out what to do. I basically have: playfield named playfield layer named layer1 attached to playfield object named enemy attached to layer1 (with the addlast command) this line give an error (obviously) for local loc:enemy=eachin layer1 how do i know the list name of the layer? Hope that make sense. |
| ||
The layers have an objectList. An example: For Local obj:iLayerObject = Eachin layer.objectList Print obj.name Next |
| ||
Hello. Yes i did get around to do that, problem is what if i have to extract the instance "enemy" out of the objectlist? It says "cannot convert from iLayerObject to enemy" because i am trying to compare 2 different things. Example: new enemy creation: enemy1 = new enemy enemy1.init() enemy class initialisation: class enemy extends actor field x field y function init() local loc:enemy=new enemy loc.x=such&such loc.y=such&such end function end class function that i can't get it right: function findEnemy:enemy(posx:float) local rightEnemy:enemy for local loc:enemy = eachin layer1.objectList if loc.x - posx = 200 rightEnemy = loc endif next return rightEnemy end function As you can see i have this function that have to return the right enemy that has been attached to the layer1 as an enemy object. I am pretty sure i am doing something wrong but can't figure out what... |
| ||
Hello Playniax, if i use layers in my map and want to show them all via layer [1].tileMapLayer = -1 ( -1 should show all layers) it causes an error (Monkey Runtime Error : Array index out of range). Is this a bug or make i something wrong? And it would nice to know what about the "Tiled" support. best regards Frank |
| ||
You can download a experimental loader for tiled from the member area. Can you email me the project? |
| ||
Hi, i use your tile jungle demo and only put in a 3 layered map. But if you want, i'll send you the project in the next days... |
| ||
Would make it easier for me thanks! |
| ||
What I still scratch my head about... I go to your site at http://playniax.com ... So where am I supposed to enter some kind of customer area to download updates? Going to http://playniax.com/download.html I just see the headline telling me "Download" with nothing below no matter if I use Chrome or Firefox... Edit: Ah well got it. I have to go to http://monkey.playniax.com/ Maybe it would be a good idea to put this link in your first posting for a new version? ;) |
| ||
Tony, What's been happening on the Ignition front? Been pretty quiet. |
| ||
@Playniax, I have been using ignition with the new FontMachine text additions and it works great so far. Using it mostly for Text on buttons. A future request: I would really like if I can add sprites without a loaded image, and then a rect is drawn instead, so I can mock things easier. Right now I get a crash if I call SetImage with null. However I saw (in the source) that if I'd been using you content manager you do exactly this, however I use texture packer's texture atlas - would be nice if the content manager could support that. |
| ||
@Xaron: It is explained in the docs Installation section but I will move it to the index page for starters. @Why0Why: I am writing code all over the place for 3 games we are working on and the framework is benefitting from this. I am also working on expanding the GUI and a level/world editor. An update of the framework will follow soon. @Tibit: Did you have a look at the iLayerRectangle Class? I have added your future request to my possible feature to do list ;) When I have some time left I will try to add some support for the Spine module in Ignitions engine mode. |
| ||
Playniax, have you had any luck with adding the Spriter Collisions, or is there any possible ETA? Keep up the good work! :) |
| ||
http://www.monkeycoder.co.nz/Community/posts.php?topic=5542#62041 |