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Socoder -> Monkey -> Learning With Monkey

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Mon, 11 Feb 2013, 14:58
Jayenkai
So, I finally installed Monkey v67d onto the Mac to test out its iOS output.
I wasn't expecting a huge improvement, given that I'd not yet added any GameCenter specific code, but it seems Mark has added at least one neat feature into the mix.

Previously, to switch between Landscape and Portrait on iOS, you had to hack away at the internal XCode stuff.

Now.. It does it all by itself!!


View on YouTube

And, boy, does my Framework handle it, too!!
You won't want to play SpikeDislike in portrait, but damn if it ain't now an option!!!
Woohoo!!

Tomorrow, I need to figure out why it's not using up the full extra-bit area on the newer iPhone 5/iPod display. Hmm...


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Mon, 11 Feb 2013, 15:40
rockford
At least Apple can't complain that it doesn't work in such and such position.
Tue, 12 Feb 2013, 09:04
Jayenkai


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Tue, 12 Feb 2013, 09:36
Afr0
Not Platdude :o
Tue, 12 Feb 2013, 09:45
Jayenkai
Platdude is also not in over 200 of my other games.

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Wed, 13 Feb 2013, 06:41
Jayenkai
Who needs complex 3D technology!?
Not me!!


Wooo-Wooo-Wooo-Wooo-Wooo-Wooo-Wooo-Wooo

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Wed, 13 Feb 2013, 08:18
rockford
"Cop A" and "Rob R" indeed
Wed, 13 Feb 2013, 13:34
steve_ancell
Ah I get it now, it's a Chase HQ type of thing.
Fri, 15 Feb 2013, 08:40
Jayenkai
Heist is done!
It'll be online on Tuesday.

It's nothing massive, and is pretty much identical to the original, but it's something.. it's fun to play.. And it's playable on an Android phone!

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Fri, 15 Feb 2013, 18:34
9572AD
Hooray! What do I search for on google Play?
Sat, 16 Feb 2013, 02:13
Jayenkai
Nothing yet. A) AGameAWeek isn't until Tuesday, and B) I haven't yet sorted out GooglePlay gubbins.

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Sat, 16 Feb 2013, 06:27
Jayenkai
Oh, god, here we go..

OK, so, I've decided to integrate GameCenter into my Monkey Framework.
There are, of course, issues..
Monkey v67d, the new one, where Mark's added GameCenter functionality, causes all manner of incompatibilities when I try to compile Windows and Android versions. That's a bit annoying.
So, to help get around this slight issue, I've opted to go down the "Using Two Monkeys" route..

My Laptop has v66b (or something!) on it, and is used to compile 95% of stuff.
The MacMini has v67d on it, and is used to compile the iOS version.

This, of course, means my framework now has a bunch of #If TARGET="ios" bits and pieces all the way through it, so that the GameCenter stuff is only picked up when running on v67d.
I spent most of this morning coding blindly, adding in all manner of bits and pieces that I've yet to test out on the Mac.

I figured, before I bother to do any big tests, I should prepare my first Monkey-iOS game on iTunes.
.. *sigh*

C3ntipong will be free, because A) Atari would kick my arse, and B) I'd like a nice big audience to test my first Monkey game! (and C, it's not quite as good as it could be, without music and powerups, but we'll pretend I'm oblivious to that!)

I still have a few iOS kinks to iron out, but I decided there'd be no harm in uploaded a temporary placeholder for C3ntipong.

.. oh yeah, I forgot about this shit..

Since twats have been screwing Apple over, by uploading one set of screenshots, then changing them once the app's have been reviewed, so they can rip people off, Apple have decided to lock down screenshots.
You cannot change screenshots.
This means I need screenshots NOW..
And my game isn't even fucking compiled yet.
FFS, I'm still testing it, here!

In fact, I NEED to add it to iTunes to TEST it!!
WTF!?
What in the fuckity fuck!!!?

*sigh*

Guess I'm going to have to traipse up and down the stairs half-a-dozen times, to get all this crap going smoothly.
Thanks for THAT, Apple..
*sigh*

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Sat, 16 Feb 2013, 13:15
9572AD
Take shots of the Android version
Sat, 16 Feb 2013, 15:41
Jayenkai
The good news is that I think I got GameCenter working, but again, I need to get an iTunes testbeds up and running, and that needs test versions, yada yada.. Ugh.. Slow progress.

The bad news is that I still haven't yet got background music playing nicely in iOS. That is, if the user has music playing on their iPod, then starts my game, Monkey goes "well fuck that shit!!" and turns off the music.
Grrrr...
I need to figure this out before I can release anything. I don't like that. I tend to have a lot of music playing, mostly of the CrapFromThePast variety!!

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Sun, 17 Feb 2013, 05:29
Jayenkai
Gah!!

^ A nice ranting rant about getting your app's details into iTunes.. Note : NOT uploading the actual app.. This is just about uploading the crap that goes around it!

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Sun, 17 Feb 2013, 06:30
rockford
^^ THIS. ^^

That's one of the reasons I stopped developing for iOS after just ONE game. The amount of crap it takes to get provisioning, certificates, XCode and finally dealing with iTunes Connect is just beyond torture. I don't have ANY shit with handheld consoles or webOS (and I suspect that Android isn't problematic either, since I've heard little about the process, but major gripes about the number of device resolutions). And Apple are just constantly making it harder for the average Joe.
Sun, 17 Feb 2013, 06:50
Jayenkai
Spoilered due to overuse of swear word.
> Reveal 🔎
Have I mentioned, before, how I have a marginal dislike for the official Blitz/Monkey forums?

Note : I did not write that in my actual reply! ... but I wanted to...!

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Sun, 17 Feb 2013, 07:58
Jayenkai

DON'T DO IT, JAY! DON'T CLICK SUBMIT!!!!
*closes tab, just incase*

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Sun, 17 Feb 2013, 15:21
Jayenkai


I finally got the audio stuff worked out. It was simply a matter of finding the correct place to plonk the extra bit of code in.
Sorted.

With C3ntipong being my test bed, I now wait and see if my game gets AppleApproved! Woot!!

.. Can't believe this bit's going to take a week.. Come on, Apple, I've got SpikeDislike2 aiming for a March 5th release date, here!!!

*bing* Your app is "Waiting for Review"!

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Mon, 18 Feb 2013, 05:16
Jayenkai
Hmmm...

SpikeDislike hasn't seen any drastic enhancements since about Friday.
I think I'm at a "Oh well, might as well release it" point.
.. which is annoying, because I'm having to wait for C3ntipong to go through, first. grr.. stupid slow Apple.
Guess I could, at least, start uploading all the iTunes bullshit, first.

.. yeah, I'll start that!

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Tue, 19 Feb 2013, 03:53
Jayenkai
Heist's out, SpikeDislike is in "Ready" mode but waiting for Apple gubbins, and I'm now sitting here wondering what to do for next week's game.
I'm kinda tempted to attempt a new Blockman Gets, but I seem to be doing an awful lot of remakes, lately, and not anything crazy and new.
In fact, ALL of my Monkey Games so far, have been remakes of my older games.

.. but a new Blockman game would be fun!

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Tue, 19 Feb 2013, 04:24
Afr0
How about a 2D adventure/RPG game with Platdude? With online capabilities? In which players have to cooperate in real-time to save Mrs. Platdude from Idigidragon?!

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Afr0 Games

Project Dollhouse on Github - Please fork!
Tue, 19 Feb 2013, 04:47
Jayenkai
PLATGAL!!! Get her name right!!!!

A new Quest would be fun. But, sorry, already started Blockman Gets (Again!)

And, no, not bloody well online!!! It's hard enough getting Monkey to load external files from the same folder, never mind doing online stuff!

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Tue, 19 Feb 2013, 09:29
Jayenkai
Screw learning Monkey, I'm coding in BlitzBasic, now!!

In "Blockman Gets" (Blitz3D), when you're getting near the target, the game plays different little "gobbling" sound effects..

Here's the 4-and-a-half-year-old code that I used to do that.


I copy+pasted it directly into Monkey, did a quick find+replace to replace "PlaySound sfx(" with "PlaySFX(", then hit F5.
Job done!
God, I LOVE this language!!!

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Tue, 19 Feb 2013, 11:13
Jayenkai


MMMmmm....

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Tue, 19 Feb 2013, 12:02
Afr0
I copy+pasted it directly into Monkey, did a quick find+replace to replace "PlaySound sfx(" with "PlaySFX(", then hit F5.
Job done!
God, I LOVE this language!!!


At least you're admitting to being lazy...

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Afr0 Games

Project Dollhouse on Github - Please fork!
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