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January 31, 2019 at 4:57 pm in reply to: BlitzMax is still alive! ( Finish )#16026
I’m not seeing images on your last 2 posts
January 16, 2019 at 3:21 pm in reply to: BlitzMax is still alive! ( Finish )#15925What are you using for physics?
If I’m reading it right, I think you want something like this ?
max_pixels * number_loaded / number_total
That will give you the pixel width of the bar rectangle to draw
200 * 1 / 46 = 4 (rounded down) pixels width of bar when you load one thing
halfway done with 23 things loaded ?
200 * 23 / 46 = 100 pixels
January 4, 2019 at 7:34 pm in reply to: BlitzMax is still alive! ( Finish )#15849What are you using for 3D ?
Also that loading bar reminds me of “Knight Rider”, ha ha.
Unless the bar is going to actually grow that animation might confuse users who are expecting a bar to increase…. at least, I did.
November 14, 2018 at 3:46 pm in reply to: Alien Phoenix#15602Must be very satisfying seeing how quickly your engine can handle new features.
When is the space game coming out and is it going to be multiplayer?
October 24, 2018 at 1:28 pm in reply to: Calculus #15539Very cool!
October 23, 2018 at 6:29 pm in reply to: Godot#15537It is nice to have an active community, though. Even if just for inspiration or encouragement purposes.
Mark finally did 3D after the masses complained about it throughout BMax and Monkey1 all these years, and yet not many are here.
I don’t want to drudge up old topics/rants. And I didn’t begin programming decades ago to become popular (!) . But it would be nice to have more friends here in this space.
September 11, 2018 at 5:05 pm in reply to: Askesis – a roguelike#15415Very cool please post where to play it. I love Rogue-likes and have been planning to do one in Monkey2 … well … since it came out.
August 6, 2018 at 9:47 pm in reply to: trying to implement Mersenne Twister#15258Ooh this is really important for procedural generation in games and getting consistent results from a seed. How is the performance using this is it a ton slower than just rand or not too bad?
July 19, 2018 at 4:48 pm in reply to: Phoenix USC#15087Looks really great reminds me of Subspace, this 2D online space shooter from the late 90s.
If I had only one nitpick it would be the lit explosions from bullet death are rather large/bright and thus distracting. Maybe only use it for the “big guns”.
January 18, 2018 at 8:34 pm in reply to: Website refresh#12996Updated website is looking really good !
November 13, 2017 at 3:04 pm in reply to: [Solved] can't use JsonObject.All, don't understand Iterators #11681That’s the risk of using := I guess.
October 16, 2017 at 3:25 pm in reply to: Worried#11125It must be exhausting to have the internet second-guessing your decisions all the time, whether well-intentioned or not it is still a drain to motivation sometimes.
Personally I feel like a failure in this story as I have done little with Monkey1 (one game) and have not done anything with Monkey2. My plan all along was to make games and help get the word out for Monkey2 with splash screens or whatever. Instead I just lurk and read forums/updates and dabble sometimes and get nothing done. Except monthly $ sent to Patreon which is enough for a sandwich.
I thought Mark’s latest shared plan/roadmap was a good one. Get the main “paid for” feature up and running (recently done), make some games to subsidize income which would also help get the word out for Monkey2, etc…
October 16, 2017 at 1:57 pm in reply to: Fighting in random maps #11124Very cool I like these kinds of games, with random maps
September 1, 2017 at 1:33 pm in reply to: IDE options#10189The standard Ted2Go IDE is really good much better than the old Monk IDE from Monkey1. I was first annoyed that Jungle IDE didn’t follow into Monkey2 (I bought the lifetime license) but really Ted2Go covers most everything I used. Download Monkey2 and give it a spin!
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