The Ignition games framework for monkey available!
Monkey Archive Forums/Monkey Projects/The Ignition games framework for monkey available!
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Finally! The Ignition games framework for monkey v1.0 is now available! And we have a brand new website! Check it out at http://www.playniax.com And a game showcasing the framework: http://www.youtube.com/watch?v=fr36fKmC0BA&feature We made this game in 2 months start to finish! Music by Reyn Ouwehand! |
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I guess that I can chime in now that it is released :) I have been using this for several weeks. I am very impressed. It is a great system that is easy to use with a ton of tutorials that are easy to work through and that show how to use the framework very well. |
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Thanks! You can download a sample of the docs and bananas: http://www.playniax.com/download/sample.zip You can NOT compile the bananas without getting errors because you are missing the framework and data files but it is to give you an impression of the framework. |
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Hi, Congratulations - and what a beast of a project! |
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Order form didn't work for me first time. I'll try again later. Congratulations on finally releasing! |
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Thanks Mark! :) I underestimated the work... Order form did not work?! We can't have that. I noticed sometimes that there is a delay before the share-it page shows. Maybe wait a few seconds? |
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Congrats on the release guys, great work. Quick question: Can you use sprite atlases for you graphics (all you graphics on one big sheet) or does it have to be animated strips? |
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Awesome, and i'm sure many can agree with me when i say about damm time too :)!! |
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I agree :) |
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@BigAnd: For now you can load the usual animated strips or load multiple (seperate) sprite images from path. Files must be numbered for example e.g. ship0000.png, ship0001.png, ship0002,png, ship0003,png, ship0004,png Example function: iLoadSprite:Image [] (_start:Int, _count:Int, _path:String, _frameCount:Int = 1) |
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Hi all. I'm trying to order this but the site and link appear to be down. Can anyone else access? |
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Strange, I just tested it but it works fine. Do you mean the whole site? |
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Will purchase this as soon as I'm paid on Wednesday. Looking forward to using it. Congratz on the release! |
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@Playniax: Cheers for the info. |
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Your website and list of features look very good. By the way I found three small typos on your website: - towards the bottom where it says "Mutli Platform" in blue (instead of Multi) - in the description of Monkey below that, where it says "mutiplying" (instead of multiplying); that one is from the Monkey website I think ;) - under Tile System it should be "its" instead if "it's" |
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Definitely buying this. Well done!!! |
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a few questions if you dont mind 1) is the special effects generator a particle emitter or does it just work with with sprite strips. 2) ive nearly finished a game but not added highscores or a loader screen for flash.Can i implemet this fairly easy with your system. 3) can i just pick out a few of your modules to use instead of having to use your framework in its entirety. your framework looks great by the way. |
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Hi dave.h 1) The special effects are animations but the framework does have a particle emmiter that was used to create them. It's a copy of the BlitzMax version of Ignition that does not use animations. I just thought at the time that for the mobile devices it would be better not to have real time particles for the effects but in retrospect it does work very well. For now the particle emmiter is basic but I will add stuff over time. I will try to put a particle demo online hopefully in a few days. 2) I think yes, it's prety straight forward but in all cases it depends on someone's skill or knowledge of monkey. If there is a framework question I can try to help. One note, Ignition does not support online highscores yet. 3) Ignition exists out of the following modules: collisionlayer.monkey collisions.monkey commoncode.monkey config.monkey font.monkey gfx.monkey highscore.monkey sound.monkey storage.monkey strings.monkey tiles.monkey Also a loader and fx classes. Most can be used separate or all together so they are realy easy to implement in existing projects. Besides this there is engine.monkey The engine relies on the above modules. It should not be to hard to port an existing project to the engine because it is very similar to the App class in terms of usage. Only the 'problem' is that the loader and fx class uses the engine module and the engine module depends on most of the other modules. So the answer is both yes and no. For the other modules, they don't depend so much on others. |
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@Foppy: Thanks for the corrections, we will adjust it. |
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I tried to order this on chrome but the screen went blank when it was trying to get to the paypal screen I believe. |
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Hi, I noticed a delay before the ordering page shows sometimes. I am not sure what's going on. I changed the buy now link and is now linking directly to share-it. I hope this works better as a temporarily solution. |
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That got it. I would just disable whatever you have on your site and use that link until it is worked out. Ordering through the site is definitely borked up. Took me less than 60 seconds to complete the order with that link. |
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Thanks! What OS are you using if I may ask? |
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Bought. Worked for me. :) |
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Is there any easy way that im missing to get the highscore to work with fontmachine. Ive added [code] Function Show2(font:BitmapFont,font_size:Int) For Local i:Int = 0 Until table.Length() font.DrawText(i + 1 + " - " + Zeroes(table[i].score) + " - " + table[i].name, 100, i * (font_size +5)) Next [/codebox] to the highscore module then called it with iHighScore.Show2(font,15) 15 being the size of my font.And this works great but am i overcomplicating things.You also need to import fontmachine in your module. |
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Can you send me the complete code? |
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yes i will put a small demo together when i finish work tonight and send the zip to framework@... ok managed to do it b4 i went to work |
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To purchase I was using mac os snow leopard and chrome. |
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Bought! Very impressive. Nice piece of work. |
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Thanks! Working on V1.1 :) |
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I see that you can delete a tile from a tile map, but there is no way of adding a tile to a tile map. I know this might sound daft, but think of a match3 game where the position of the tiles are being continually changed. Is it possible to have something like TileMap.Add(Image, Column, Row) and TileMap.Delete(Column, Row)?? I might have missed the point and there is already some way of achieving this? |
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Nothing serious, but list.Ascend() is not documented, maybe you can add in your next release? |
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Thanks! I made a note for the docs. TileMap.Add and TileMap.RemoveTile do exist. I send an example by email to you. |
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Thanks. |
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Got my copy now. :) |
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Got my copy also! Nice work! Never used the blitzmax version though.. not much time left to spend on programming :) Tried the galaxyprotector app on my HTC one V, but the game crashes immediately. |
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Thanks! Apparently on some android devices the game crashes. Apparently it has something to do with an older version of monkey we used to compile it. Update is on it's way. Works fine on my android devices though. |
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Works fine on my android devices though. You need this sticker for that: ![]() :D |
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Howdy! This may sound stupid, but how do I compile the tile editor? I assume I'd need BlitzMax to compile it, but yeah, I don't have that. -Mikau |
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I have send you an email. Nope, you don't sound stupid at all and yes, you need BlitzMax. I will put some executables online later for people who don't have Max. Btw, you can download a 30 days trial of BlitzMax to compile it your self. |
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Will it compile with the demo if it is not the latest version as up to date as the paid version is? |
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Ah yes, I have received it. Many thanks! Precompiled executables would be nice for the future, indeed. Or to have the code in Monkey. But ah, well. Great job on making Ignition, though! Still figuring out Monkey in general, truth be told, but ah, well. -Mikau |