Experimental v75a now up! [MONKEY NEWS]
Monkey Forums/Monkey Programming/Experimental v75a now up! [MONKEY NEWS]
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Hi, Experimental v75a is now up! The big change in this version is the addition of xaml to the winrt targets (and the renaming of the win8 target to winrt). I haven't actually done anything with this new feature yet, but the idea is to use it for stuff like pubCenter ads, IAP etc. I've also had a few requests from Monkey devs for xaml-ized winrt targets. It does however look suspiciously like pubCenter is dead/dying. The official developer's forum is strangely inactive... http://community.bingads.microsoft.com/ads/en/publisher/f/63.aspx ...and threads like this would suggest all is not well in general... http://community.bingads.microsoft.com/ads/en/publisher/f/63/t/76747.aspx Anyway, I'll get back to winrt ads/iap eventually, but right now I think I need a bit of a break from winrt! Am finding it fairly, erm, 'challenging' to deal with... Since I'm breaking win8 stuff, renamed "win8" target/builder to "winrt" - ie: #If TARGET="winrt" for win8/winphone8 apps now. Also renamed a bunch of *win8* files to winrt. After much hair pulling and gnashing of teeth, win8 and winphone8 targets are now xaml/d3d style apps. Both with a smidgen of c# thrown in, although Monkey translated code is still c++. Win8/winphone8 app orientation must now be set via manifest. 'SetUpdateRate 60' recommended on winphone8 due to OS 'timing anomolies'. Added support for ! to data path filters. Fixed brl.process string cast bug preventing modman compiling. Fixed a += side effects issue again. Updated win8 mojo for potential xaml-ification. Updated win8 transcc builder so it can handle C# projects too. Renamed native c++ Print() to bbPrint() and Error() to bbError(). |
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Nice work Mark. I was hoping for 4 controller support on the OUYA target, but I also just installed Win8, so I will soon have a go to get my apps on Windows 8 and Windows Phone! Thank you for you hard work! |
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> I was hoping for 4 controller support on the OUYA target, I *think* that might be (mostly) in! Try the new joytest banana... |
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I *think* that means even more thanks for your hard work! Works almost. All gamepads on the OUYA output to port 0 at the moment. |
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Definitely appreciate the release and update Mark! GREAT work getting this done. Likewise with what snader said, the OUYA 4 controller support is what I was *really* hoping for :) It would be awesome if we could distinguish the controller ports (0-3) so we can make multiplayer games using all 4 controllers at the same time on a single OUYA. |
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Hoping for the Ouya 4 controllers too but eh, still awesome on the other stuff :)! |
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as a reminder, the community Ouya target is here, which supports 4 controllers: https://github.com/JochenHeizmann/monkey-ouya |
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Thanks Adam, but unless I am missing something, I can't seem to get the individual controllers to work with it either. It does the same as the official version. I did, however branch out and make my own target based off Mark's and another based upon the community version. I was able to support 4 controllers separately working from each other within the CE version, but I totally threw away using the assignment of keys in the manner it uses. I wanted to use JoyHit and JoyDown where appropriate, and then the buttons. We can discuss it in the OUYA target instead of here though. EDIT: After looking at the source to the joytest code, I believe Mark did support 4 controllers EXACTLY as I was looking for. Now, once I get home this evening, I will test it out on the OUYA with all 4 controllers :) |
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Mark, As your question went unanswered on MS forum, I have this link I found a while ago about ads on direct-x apps. Maybe this will help you? |
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I like to have extra key codes: KEY_JOY1_LEFT / RIGHT / UP / DOWN ... KEY_JOY2_LEFT / RIGHT / UP / DOWN ... KEY_JOY3_LEFT / RIGHT / UP / DOWN ... today, we have only 1 joystick key codes (port 0) |
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After testing this on the OUYA, it still only returns port 0 on the android target. Although, it is encouraging that the JoyHit, JoyDown, JoyX, JoyY, and JoyZ support 4 devices. Gonna go back into the target and do some work there to get that support now for the OUYA :) |
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> After testing this on the OUYA, it still only returns port 0 on the android target Oops - that's because I forget to add the android_ouya target to the release! Will add it to 75b soon, in the meantime you could try the android_ouya target here: https://github.com/blitz-research/monkey/tree/develop/targets |
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Yeah, that works fine Mark! Thank you! |
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Awesome! Thanks Mark :) I was thinking perhaps you did some cool trick to merge both OUYA and Android into a single target :P |
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Hurrah excellent! Thanks for taking the stress inducing plunge of takling those SDK's! Hopefully I will get some time soon to do some stuff with these targets :D |
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Thank you Mark... |
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Excellent will update for me star rogue game :) |
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Can't compile to Win8 phone here... I have deleted the old build folder, opened the template on VS2012 and save it... no changes. Strangely sample apps do compile, so I'm lost here :( Accordingly to VS, those are the offending code: Commenting out all those "prints" and the game compiles and run fine. Edit: Commenting out those prints also on httprequest.winrt.cpp enables my game to compile within monkey without errors. |
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Another bug: changing the device Orientation on mainpage.xaml, I get a nullexception. I can avoid the exception by testing for null _background, but then app won't rotate to landscape: Temporary solution for this: move the _background init code to a custom function, and call it not only on initialization, but also before _background.DeviceRotation. Since the funcion checks if _background==null, it will only execute once, and the app will behave correctly. Now if I only could make ads to work on this... |