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Author Topic: Monkey & AGK  (Read 13201 times)
Prime_8
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« Reply #120 on: November 26, 2011, 09:52:39 PM »

lol, ha .

it was a ipod / pad push.   and android running lower , non mainstream mfrs .
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« Reply #121 on: November 28, 2011, 06:49:41 PM »

With the number of different platforms to code on right now it's starting to feel like the early 80's all over again when everyone and his dog released a home computer.  A few from Commodore, the Sinclair / Spectrums, Dragon, Amstrad, Orac-1, BBC, Atari etc etc.

After the demise of the Amiga and ST we've basically had 2 or 3 consoles, a handheld and the PC.  There's bloody hundreds of the bastards now  Tongue
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Prime_8
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« Reply #122 on: December 01, 2011, 01:58:36 AM »

java / ajax ....
and well i'm gonna try and keep it PC .. LOL
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« Reply #123 on: December 02, 2011, 06:32:36 PM »

java / ajax ....
and well i'm gonna try and keep it PC .. LOL
Yeah I'll be concentrating on PC and later other platforms providing it doesn't prove to be a huge hassle.

Providing my new C++/AGK code is up to the job I want to concentrate as much time as possible on getting some new game ideas developed.
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JDog053
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« Reply #124 on: December 03, 2011, 01:47:59 AM »

java / ajax ....
and well i'm gonna try and keep it PC .. LOL
Yeah I'll be concentrating on PC and later other platforms providing it doesn't prove to be a huge hassle.

Providing my new C++/AGK code is up to the job I want to concentrate as much time as possible on getting some new game ideas developed.

Always keen to see your new creations fog Smiley
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fog
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« Reply #125 on: December 04, 2011, 04:41:36 PM »

Always keen to see your new creations fog Smiley
Thanks Smiley

I have planned all along to port 1982 as part of my learning process with C++/AGK.  Now though I'm not so sure.

For a very simple shmup 1982 has a, IIRC, around 40 different enemy types and while the scripts for them already exist from my XNA game, they will need tweaking slightly to as I've added a few extra enemy options to my new game engine.
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« Reply #126 on: December 04, 2011, 11:39:15 PM »

Always keen to see your new creations fog Smiley
Thanks Smiley

I have planned all along to port 1982 as part of my learning process with C++/AGK.  Now though I'm not so sure.

For a very simple shmup 1982 has a, IIRC, around 40 different enemy types and while the scripts for them already exist from my XNA game, they will need tweaking slightly to as I've added a few extra enemy options to my new game engine.
Did 1982 ever come out? Screenies looked good
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« Reply #127 on: December 06, 2011, 05:56:09 PM »

Did 1982 ever come out? Screenies looked good
Nope Smiley  Gameplay wise it was essentially finished though and I was still enjoying playtesting it (which is a good sign) so I'll port it to C++/AGK and release it sooner rather than later.

It was very much a tribute to the games of that era so hardly original (aside from maybe the multi use powerup system?) and I have the urge to do something a bit more experimental.  That's actually what I prefer doing it's just that I got caught up doing a couple of versions of Echoes and learning two new languages....for reasons unknown  Smiley

I even have the urge to do another puzzle game as touch screen devices would be perfect for porting Kaleid to.....written way back in DBPro and another never released other than a screenshot IIRC.
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« Reply #128 on: January 19, 2012, 07:12:12 PM »

Neither Monkey nor AGK currently support 3D, however there are a few people working on 3D engines for Monkey that are starting to take shape and look promising if you need 3D

I know TGC have said they will officially add 3D support to AGK at some point, but IIRC Mark wont be adding to Monkey (did BMax ever have official 3D support?)

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« Reply #129 on: February 23, 2012, 12:39:54 PM »

There's now a .NET version of AGK so you can use C# .... although your code will no longer be multi-platform.
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« Reply #130 on: February 25, 2012, 11:36:10 AM »

Quote
and well i'm gonna try and keep it PC .. LOL


Me too.

I see it as the one constant in the industry, as far as programming is concerned.


Quote
(did BMax ever have official 3D support?)

Thats a tricky question to answer.

Mark was writing an official 3d update for Blitzmax, but quit halfway through and released the source to the community to use and update.  DX 9 engine if i recall.

So, yes, there was an official 3d engine, but it was a half baked effort which wasn't commercially available.

There are however a lot of 3rd party 3d engines available for it.  But they are by no means complete.

If i do another 3d game, it will either be with Blitz3d or Nuclear Basic.


So, you've gone with AGK then Fog, last time i was here you were tinkering with Monkey.

How does AGK compare to monkey ?

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« Reply #131 on: February 25, 2012, 09:22:20 PM »

So, you've gone with AGK then Fog, last time i was here you were tinkering with Monkey.

How does AGK compare to monkey ?
They are very very different really. 

AGK Basic has the most features and complete command set, but can't be expanded by it's userbase whereas Monkey supports user created expansion modules.

Monkey supports OOP, AGK Basic doesn't.  AGK is pretty much identical to DBPro in what it can and can't do and I much prefered coding in Monkey.

AGK Baisic is interpreted at runtime so it's probably slightly slower than Monkey.  The plus side of this though is that TGC have already written the native "players" for the various platforms so you don't need to know anything about them, whereas Monkey code is converted to other languages before it can be compiled to run so sooner or later you will probably have to know a little about those languages yourself too.

Short term AGK seems the best, but knowing the Blitz community Monkey will eventually be better when they've added what Mark has left out.


That all applies to AGK Basic.  I'm using AGK with C++ so have OOP, the ability to expand it with external libraries and I would assume is quicker than both AGK Basic and Monkey.  It's the best of both worlds if you don't mind C++.  Plus I can still use VS which I really like.


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« Reply #132 on: February 26, 2012, 10:46:05 AM »

Ahh ok.

I didn't think i'd see you use another TGC product.

I guess, targeting mobiles and web games, speed is a critical requirement.

I'm constantly amazed at how TGC continue to produce new products.  They seem to keep growing and growing as a company.

Mark Sibly could learn a lot from their business model.

Are there any AGK games and demo's that have impressed you ?

TMC
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Prime_8
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« Reply #133 on: February 26, 2012, 01:31:43 PM »

I know i knwo of a top secret engine commiing .. 2d first , multi platform / OS.
IIRC designed to run on linix and windows xp-> 7  , and mac something .
with mobile being checked now .

it will be C  & C++ & LUA  to start .  code in C/C++ or LUA or both

and will gain 3d very soon in OpenGL mode ( form more comapatability )  .

I can't say how i know , nor can i even give it's name .. 
but i know It's main Dev , and his work .. someof his stuff is in my P3D 2 core.

I will eventualy be working on making the official world editor for it .

That said , i expect it to be Fall before i can show / say more.

I Use Nuclear Basic Now for testing stuff.  & now you get NF and NB for same price & the lighting studio .. all in one deal ..

but i use NF ( C++ ) favor.
i have made some DLL / plugins for NB comunnity . ( LUA mainly )
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T_M_C
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« Reply #134 on: February 26, 2012, 01:38:11 PM »

That sounds really interesting Prime.

Pity you cant disclose any more info on it.

Supporting Linux is very unusual.

Usually Linux is ignored because of it's comparitively small user base.

You know, with Blitzmax not having a decent stable 3d engine, NB and NF should clean up all those Blitz users crying out for proper 3d support.

You can see in the forums users switching to other products like Unity and other 3d basics.

And every now and then theres a post asking when there is going to be official 3d support.

Give TGC there dues,  DBpro has been 3d from the start and now they have a large number of products for sale.

I hate to say it, but i am impressed with TGC's business accumin.

TMC
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