What else is needed ?

Community Forums/Monkey Talk/What else is needed ?

Paul "Taiphoz"(Posted 2011) [#1]
Sitting here a little worried now, well not worried more annoyed at life in general, I do not know why but I really had not thought about what ELSE would be needed to build for the other platoforms.

I knew I needed Xcode for iOS because that was the only target I was really interested in for a long time, but that's changed now.

I just read a post over on the Monkey site, in which some one commented that they needed Visual Studio 2010 to be able to build for (not sure if it was windows 7 phone, xbox , or PC, or all ???? ) so I went to have a look at that, and was firmly planted back in my chair when I saw the cost.

Which got me even more worried about the other platforms.

Im in no way rich, stay at home dad while my wife works and creating games is a hobby, one which I am giving up christmass for this year so I can get monkey, so to me, that 120 USD is a lot of money, so having to then fork out even more would be crippling.

So, already knowing that I would need a mac & xcode for iOS could some one in the know please fill in the following blanks.

Monkey - > Mac -> XCode -> iOS
Monkey - > ???? -> XBox 360
Monkey - > ???? -> Windows 7 Phone
Monkey - > ???? -> Android
Monkey - > ???? -> Flash

thanks in advance.


Yasha(Posted 2011) [#2]
The Visual Studio Express Editions are free. Since they use the same compilers, they should work perfectly - the stuff you pay for is the project management and support tools and other "enterprise" "productivity" stuff (I'm fairly sure that there are Express Editions for phone and Xbox too).

The express editions are only available as standalone separate languages (or as the Shell to which you have to add compilers yourself), but you can construct the same setup as the real thing with a little patience. I assume you only need C# anyway for Monkey.


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I don't actually know anything about the Monkey toolchain (and therefore relevant specific products), but FlashDevelop is a free Flash dev environment, and Android is open-source and powered by Java so it almost certainly has a whole host of free stuff.

Last edited 2011


xlsior(Posted 2011) [#3]
You can use Visual Studio Express, which is free of charge.

From the gettingstarted.html file bundled with Monkey:


The HTML5 target
HTML5 is an emerging standard for writing web based apps.
You will need:
An HTML5 capable browser such as Chrome, Firefox, Opera, Safari or IE9.
Notes
Print statements in HTML5 are redirected to window.console, which can usually be viewed by opening the browser’s Javascript console.
HTML5 apps use a ‘canvas; html element for graphics rendering. To change the size and layout of this canvas, you will need to modify the MonkeyGame.html and/or main.js files in the app’s .build/html5 directory.
By default, when using trans with the -run option to launch html5 apps, the OS’s default browser is used to view the output app. This behaviour may be overridden by modify the HTML_PLAYER path in the trans config file.

The GLFW target
GLFW is a free and open source framework for creating native OpenGL apps.
GLFW apps use OpenGL for graphics and OpenAL for audio.
You will need:
(Windows) Microsoft Visual C++ 2010 Express: http://www.microsoft.com/express/Downloads
(MacOS) XCode 3.2.5: http://developer.apple.com/devcenter/mac/index.action
Notes:
On Windows, the MSBUILD_PATH var in your trans config file must be correctly set to use the GLFW target. Please see the trans tool for more information about the trans config file.
The GLFW target is for creating native C++/OpenGL apps. Native apps are likely to be the highest performance apps.
To modify the size and layout of GLFW apps, you will need to modify the config.h file in the app’s .build/glfw directory.

The Android target
Android is Google’s hugely popular cellphone and tablet OS.
You will need:
Android SDK: http://developer.android.com/sdk/index.html
Java SE development kit 6: http://java.sun.com/javase/downloads/widget/jdk6.jsp
ANT 1.8 (Windows only): http://ant.apache.org/bindownload.cgi
Notes:
The ANDROID_PATH (Windows/MacOs), JDK_PATH (Windows) and ANT_PATH (Windows) vars in your trans config file must be correctly set to use the android target. Please see the trans tool for more information about the trans config file.
The Android download is just a 'setup' app - after installation you will prompted to run the SDK manager, which you will need to do to install the actual android SDKs. Make sure to install at least 'SDK Platform Android 2.1, API 7' and an emulator.

The Flash target
Flash is a very popular web based platform by Adobe.
You will need:
Free Flex 4 SDK: http://www.adobe.com/devnet/flex/downloads.html
Java SE development kit 6: http://java.sun.com/javase/downloads/widget/jdk6.jsp
Notes:
The FLEX_PATH var in your trans config file must be correctly set to use the flash target. Please see the trans tool for more information about the trans config file.
To allow local flash apps the ability to access local files (such as images and sounds) without causing a 'security exception', you will need to modify Flash's global security settings. This can be done with an online app, currently here:
http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager04.html
Use this to add the Monkey directory to the list of trusted locations, and don’t forget to add any other directories you may use to develop your own flash apps.
To modify the size and layout of Flash Monkey apps, you will need to modify the MonkeyGame.as file in the .build/flash directory.

The XNA target
Games written for the XNA target will be able to run on Windows, XBox360 and Windows Phone 7.
You will need:
Visual C# 2010 Express: http://www.microsoft.com/express/Downloads
XNA Game Studio 4.0: http://create.msdn.com/en-us/resources/downloads
Notes:
The MSBUILD_PATH var in your trans config file must be correctly set to use the XNA target. Please see the trans tool for more information about the trans config file.
To be able to download XNA programs to the XBox360 or Windows Phone 7, you will need to join Microsoft’s developer program which currently costs about $100USD per year. However, you can still develop XNA programs for Windows free of charge, and run XNA programs on the Windows Phone 7 simulator.
To create a Windows Phone 7 project, you'll need to manually 'Create Copy of Project for Windows Phone 7' from within VC#2010 - right click on the 'MonkeyGame' project in the solution explorer to do this. Do this for the XNA project in your '.build' directory, not the project in the 'targets' directory.
To modify the size and settings of the XNA game window, you will need to modify the file Program.cs in the '.build/xna/MonkeyGame/MonkeyGame' directory.

The iOS target
iOS is Apple’s OS for iTouch, iPhone and iPad devices.
You will need:
(MacOS) XCode 3.2.5 and iOS 4.0 SDK: http://developer.apple.com/devcenter/mac/index.action
Notes:
To be able to download iOS programs to actual iOS devices, you will need to join Apple’s developer program which currently costs about $100USD per year. However, you can still develop programs on the iPhone simulator free of charge.
To actually run a Monkey app on a real iDevice, you will need to manually open the output xcode project (.buid/ios/MonkeyGame.xcodeproj) in xcode, select 'device' as the target and build and run.
To modify supported device orientations - for example, to force ‘landscape’ mode for an app - you will need to edit the project’s ‘info.plist’ in xcode.



So... to summarize: the tools are all free, except for some platforms you need a developer license in order to be allowed to publish software for them.

Publishing HTML5, Flash, and Android are all completely free.


Dabhand(Posted 2011) [#4]

and Android



Well, yes and no, free to develop on, $25 or something to release your app on the marketplace whatsit thingy me bob... Just for the record! :)

Dabz


xlsior(Posted 2011) [#5]
Well, yes and no, free to develop on, $25 or something to release your app on the marketplace whatsit thingy me bob... Just for the record! :)


Except that's not a necessity, you can publish the apk on your own website as well, or use one of the alternate marketplaces (which may or may not charge anything)


Paul "Taiphoz"(Posted 2011) [#6]
god that's such a relief thanks for that m8.

I can get back to looking forward to finally getting my hands on it again :)


Paul "Taiphoz"(Posted 2011) [#7]
only thing bothering me now is that most of this c++ crap is alien to me, all these new ide's and tool sweets look a bit daunting , not touched them since my college and uni years, I hope their not to bothersome to setup.


therevills(Posted 2011) [#8]
Isnt that the whole point to Monkey though!? You dont need to learn C++, just install the tools and forget about them.

Program your app in Monkey code, hit compile - done! (Well nearly... :P)


Paul "Taiphoz"(Posted 2011) [#9]
Yeah that's why I am going to buy it.

The more I look at the official site tho, its forums look bleak quite a few posts gone with no replies or answers, I guess the user base is no where near as large as blitz, boggles me why they didnt just use the existing accounts system.


slenkar(Posted 2011) [#10]
if you post a question it will be answered on the monkey forums,


Paul "Taiphoz"(Posted 2011) [#11]
quite a few on there right now that have not been.


Paul "Taiphoz"(Posted 2011) [#12]
scratch that some one answered him.


therevills(Posted 2011) [#13]
Monkey is still pretty young so a few questions can not be answered yet as nobody has tried everything with it (yet!) ;)