..Libs such as Ignition, for BMax..

BlitzMax Forums/BlitzMax Programming/..Libs such as Ignition, for BMax..

Naughty Alien(Posted 2016) [#1]
..im looking for all available modules/libs, for Bmax, such as Ignition by Playniax..do we have anything else like that available ?


Hardcoal(Posted 2016) [#2]
what does Ignition exactly gives you?


RustyKristi(Posted 2016) [#3]
@Hardcoal It's a 2D framework for making games in MX1, I'm looking for one as well for BMax. I'm sure Playniax can elaborate on that.

http://www.blitzbasic.com/Community/post.php?topic=104686&post=1270267


Naughty Alien(Posted 2016) [#4]
..Playniax used to have version for Bmax, but i dont know whats now with it..if i recall, some other, similar systems were available and free, i just cant remember name or author..

@Hardcoal
..its making life easier and you do not have to reinvent whole tool side of things but instead, code your project..


Nurgle(Posted 2016) [#5]
IGNITION max!


markcw(Posted 2016) [#6]
See Modules List here's the extract for 2d frameworks. I haven't checked them all but from what I saw Ignition was best.

RetroRemakes Framework
Repo: http://code.google.com/p/retroremakes-framework

Planiax 2D Framework
Topic: http://www.blitzmax.com/Community/posts.php?topic=88042
Site: http://www.playniax.com

Dig - 2d game and app framework
Repo: http://github.com/GWRon

Digital Wizard's Lab framework
Repo: http://code.google.com/p/dwlab/

BMax 2D Framework
Topic: http://www.blitzmax.com/Community/posts.php?topic=83888
Repo: http://code.google.com/p/bmax2dframework

Public Domain part of Grey Alien Framework
Topic: http://www.blitzmax.com/Community/posts.php?topic=82765

OFXMax - OpenFrameworks
Topic: http://www.blitzmax.com/Community/posts.php?topic=84991
Repo: http://code.google.com/p/ofxmax

Horizon - Rapid game prototyping framework (by maverick69)
Repo: https://github.com/JochenHeizmann/Horizon



RustyKristi(Posted 2016) [#7]
Thanks munch! :D


RustyKristi(Posted 2016) [#8]
Derron's Dig Framework seems complete, but some examples I can't even build with latest NG or Vanilla 1.5


Hardcoal(Posted 2016) [#9]
I will need to check it..to see what exactly that advantages of it


Derron(Posted 2016) [#10]
Some samples surely needs some updates (as I test the framework with my game - TVTower, and often forget to update samples then too).

Most important sample is "demoapp" (as it shows the most "interesting" features)


fixed samples: "gui", "reflection" (although I did not not add them before). Compiled and run all other samples - and they compiled and executed fine. Am running "vanilla bmx + github.com/maxmods brl.mod and pub.mod" - albeit it also should work with vanilla modules.

NG should do fine too (in compatibility mode), did not test the samples yet, but the framework itself is - like said - running TVTower, which compiles with NG.


In short: which samples did not work (so I can fix them)?


bye
Ron


RustyKristi(Posted 2016) [#11]
Thanks Ron, here are the samples that I CAN get to build

bitmapfont
directorytree
interpolation
lua
toastmessage

I see you got pub.maxml as one of your lib dependencies, but I can't build it on NG. can you point to the latest version of that mod that works with NG?

Also getting these errors on link time with some of the samples
"undefined reference to `_imp__IIDFromString@8'"

btw I've heard about compatibility mode so how do you enable it?


Derron(Posted 2016) [#12]
@ bugs for the framework
Think we'd better create a new thread for it if you want to write more posts ;-)


"undefined reference to `_imp__IIDFromString@8'


In which sample? Which OS do you run? As you talk about "compatibility mode" I assume Windows.

I tried some of the "cannot get build" samples (aka the ones you did not listen) - I tried them in an XP box.
As I use some C-code via Brucey's modules (libXML) or via redi's maxmod2 (rtAudio - when using the audio parts).

So for me this must mean: you are using an MinGW one which might create issues (I test-compiled with MinGW TDW 4.7.1).


For NG:
Compiled current BCC, current BMK, placed them into "blitzmaxng/bin" (together with their .conf and .bmk files), placed MinGW "tdm64 4.9" within MinGW32, recompiled modules ... and run a test sample without issues: "colorize".
Needed to adjust "demoapp" (GUI and other things) to make it compile with NG (2 lines regarding overload and casting issues). It then blamed "undefined reference to `WspiapiFreeAddrInfo@4'", so I assume I should use another MinGW for the problematic code source: "libXML").

Edit: recompiled all modules and Dig-framework with "tdm 5.1"-MinGW and then "demoapp" run as supposed with BMX-NG.



bye
Ron


RustyKristi(Posted 2016) [#13]
thanks Derron! Ok I'll just post another thread for the issues later. I still need to do some rebuilding on all mods.