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Socoder -> On Topic -> Monkey thoughts...?

Fri, 18 Nov 2011, 09:54
Jayenkai
There's been plenty of time to play and learn.
What are people's thoughts on Monkey's output?

I know I have "Just code for the target" leanings, but having to convert all of NeonPlat is pissing me off..

So... Monkey..
What's the thoughts on the end results?

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Fri, 18 Nov 2011, 14:33
steve_ancell
I did have a play with the trial version a while back, I do like the syntax and stuff but I bought AGK instead. I might still buy monkey after Chrismas though, because AGK doesn't do browser based stuff yet. TGC did say that they will add HTML5 support once they have got the Android side out of Beta.
Fri, 18 Nov 2011, 15:00
Jayenkai
Or there's always DD's PlayMyCode for browser stuff

To be honest, the browser side wasn't a consideration.
If I CAN, then I will, sure, why not!!
But for the most part I was thinking the iOS side of things, 'cos this conversion is driving me mental! (* MORE mental)

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Fri, 18 Nov 2011, 15:02
9572AD
I haven't got far enough with it to comment, I'm afraid, having spent several months beating my head against walls over what turned out to be a compiler erro...inconsistency.

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All the raw, animal magnetism of a rutabaga.
Fri, 18 Nov 2011, 15:07
Jayenkai
I tested my old test engine with a recent demo, last night, and ... well.. it took about an hour to get the damn engine to run again!
grrrr..

But I DID get it working, and if I were to keep up to date with the language, I'm sure it'd've been much easier.

Still not 100% on it though..

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Fri, 18 Nov 2011, 15:14
rockford
Last time i looked at monkey I wasn't impressed - although tbf it had only just come out and I suspect it is much better now.

Not sure I need another language at the moment and I'm really busy doing stuff for webOS machines (and hope to get back to iOS soon too), so don't have time to re-learn yet another at this time.

I do like it's principal though; code once, compile for a multitude of devices (like GLB).
Fri, 18 Nov 2011, 16:33
Stealth
The IDE crashes when you compile on OS X Lion. Can't try it

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Quit posting and try Google.
Sat, 19 Nov 2011, 03:59
Jayenkai
What if you compile in Snow Leopard, then run in Lion..
Is that working ok? Seems to be working in Blitz..

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Sun, 20 Nov 2011, 11:54
Dabz
I'm finding monkey pretty good, theres a few grrrr's, like, lack of a decent debugger, which, I know I can use, say xCode, but, I cannot be chewed with that, I'd just like to hit run and debug, but... but... Apparently, BRL are going to implement this or similar for GLFW, so, all in all, that'll clear that up.

At the minute, sound is a bit of a mare, because obviously all platforms use different formats, wav, mp3, ogg etc etc, so, you have to keep on top of them.

On the plus side, I'm using therevills Diddy framework, its excellent, and literally shaved hours from my current project, as you dont have to worry about all the fiddly stuff like different resolutions, particles etc etc, its all in!

So, overall, monkey gets a good thumbs up for me, it does need more to the core of it all, but, I've read that BRL is implementing many of the things I would like, so, I'm just plugging away at it and hopefully, it'll mature to the level of other BRL languages!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Sun, 20 Nov 2011, 14:19
Afr0
I'd actually like to use something like Monkey. In fact, Monkey is ingenious because it is so portable.
However, a port of TSO Restoration (now re-dubbed "Project Dollhouse") to MonoXNA is already in the works, so I'm probably going to stick with that.

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Afr0 Games

Project Dollhouse on Github - Please fork!
Mon, 21 Nov 2011, 00:42
JL235
I've not used Monkey, but I have sifted through the JS output on some games, and wasn't too impressed.

Lots of advanced features are not being used, and lots of functionality are built in the easiest but inefficient way (for example it's image tint code creates a new canvas object every time the image is drawn).

I suspect this is because it's targeting lots of platforms, rather then just one, and so there is only so much time you can invest on each one.
Mon, 21 Nov 2011, 01:39
Jayenkai
'twas only a matter of time before DD chipped in with that!!

If it helps, I have attempted a couple of PMC games, this past month.
.. unfortunately, all this converting stuff, switching between BlitzMax and Obj-C is chaos enough.. I keep fucking up my already crap PMC methodology, and my brain can't even be arsed with simple things like tilemaps!!
ARGH!

Once I'm down to only having to use one main language, though, I should be able to manage to think straight, and that'll help me code more PMC stuff, which can only be a good thing, right!?

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Mon, 21 Nov 2011, 06:58
9572AD
The HTML5 image-tint code is bad and Mark knows it. He said in the forum that he didn't spend much time on it and there's likely a far better way to do it and to AVOID using the commands in HTML5.

Not sure where his priority is in ever updating it, but at least he's honest!

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All the raw, animal magnetism of a rutabaga.
Sat, 26 Nov 2011, 22:42
therevillsgames
My 2 cents... I really like Monkey, yeah it needs a debugger and a few more features but it's still young.

I think I've said this before but I only use the HTML5 as a prototyping target. For me the main targets are iOS, Android and Flash.

GLFW needs a lot more features for screen resolutions to make it a proper target.
Sun, 27 Nov 2011, 04:27
Afr0
GLFW needs a lot more features for screen resolutions to make it a proper target.


No, it doesn't. The features are there, you can utilize them by modifying the C++ output.

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Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 27 Nov 2011, 08:01
JL235
Afr0 No, it doesn't. The features are there, you can utilize them by modifying the C++ output.

That pretty much defeats the point of Monkey. You might as well just write it in C++ anyway.
Sun, 27 Nov 2011, 09:33
Afr0
That pretty much defeats the point of Monkey. You might as well just write it in C++ anyway.


No. There's a difference between modifying existing code and rolling your own.
Being able to at least modify the output is always an advantage.

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Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 27 Nov 2011, 14:49
therevillsgames
The features are there, you can utilize them by modifying the C++ output.


Yeah I know you can alter the C++, but it I couldnt work out how to change from full screen to window, I did work out how to change the resolution on the fly though, which I added to Diddy ages ago:

https://code.google.com/p/diddy/source/browse/trunk/src/diddy/native/diddy.glfw.cpp



But this stuff should really be in Monkey by default...