Spank that Monkey?

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  • 6 posts
From the Asset Store
A collection of well organized sprites to build your own Crazy monkey slot game
  • http://www.monkeycoder.co.nz/

    It has quite bold claims.

  • I just checked this out and looked through their programming examples.

    Very, very cool idea and is based off of Blitxmax supposedly. You do have to be able to program as all of the game making is in code and it takes quite a bit of code to make a simple game. For example: here is pong:

    Strict
    
    Import mojo
    
    Global SCREEN_WIDTH%
    Global SCREEN_HEIGHT%
    Global dt:DeltaTimer
    Global app:MyApp
    
    Function Main:Void()
    	app = New MyApp()
    End Function
    
    Class MyApp Extends App
    	Field ball:Sprite
    	Field playerBat:Sprite
    	Field cpuBat:Sprite
    	Field backgroundImg:Image
    	Global FPS:Int = 60
    		
    	Method OnCreate:Void()
    		' Store the device width and height
    		SCREEN_WIDTH = DeviceWidth()
    		SCREEN_HEIGHT = DeviceHeight()
    
    		Seed = Millisecs()
    		dt = New DeltaTimer (60)
    		
    		' Load the image
    		backgroundImg = LoadImage("bg.jpg")
    		
    		' Create the ball
    		ball = New Sprite(LoadImage("ball.png", 1, Image.MidHandle), SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
    		ball.dx = RndMin(-5,5,2)
    		ball.dy = RndMin(-5,5,2)
    				
    		' Create the player
    		playerBat = New Sprite(LoadImage("bat.png", 1, Image.MidHandle), 30, SCREEN_HEIGHT / 2)
    		playerBat.setRGB(255,0,0)
    		playerBat.speedY = 1
    		playerBat.maxYSpeed = 7
    		
    		' Create the AI
    		cpuBat = New Sprite(LoadImage("bat.png", 1, Image.MidHandle), SCREEN_WIDTH - 30, SCREEN_HEIGHT / 2)
    		cpuBat.setRGB(0,0,255)
    		cpuBat.speedY = 0.2
    		cpuBat.maxYSpeed = 5
    		cpuBat.scaleX = -1
    		
    		' 60 FPS please
    		SetUpdateRate FPS
    	End Method
    	
    	Method OnRender:Void()
    		DrawImage backgroundImg, 0, 0
    		playerBat.draw()
    		cpuBat.draw()
    		ball.draw()
    		drawGUI()
    	End Method
    	
    	Method drawGUI:Void()
    		DrawText self.playerBat.score, SCREEN_WIDTH / 4, SCREEN_HEIGHT - 50
    		DrawText self.cpuBat.score, SCREEN_WIDTH - SCREEN_WIDTH / 4, SCREEN_HEIGHT - 50
    	End
    	
    	Method OnUpdate:Void()
    		dt.UpdateDelta
    		controls()
    		ai()
    		ballUpdate()
    		collisions()
    	End Method
    	
    	Method collisions:Void()
    		if rectsOverlap(ball.x - ball.w2, ball.y - ball.h2, ball.w, ball.h, playerBat.x - playerBat.w2, playerBat.y - playerBat.h2, playerBat.w, playerBat.h)
    			ball.dx = Abs(ball.dx)+0.5 * dt.delta
    		End
    		if rectsOverlap(ball.x - ball.w2, ball.y - ball.h2, ball.w, ball.h, cpuBat.x - cpuBat.w2, cpuBat.y - cpuBat.h2, cpuBat.w, cpuBat.h)
    			ball.dx = -(Abs(ball.dx)+0.5 * dt.delta)
    		End
    	End
    	
    	Method ballUpdate:Void()
    		ball.move()
    		if ball.x < 0
    			self.cpuBat.score+=1
    			resetBall()
    		End
    		if ball.x > SCREEN_WIDTH
    			self.playerBat.score+=1
    			resetBall()
    		End
    		if ball.y < 0 or ball.y > SCREEN_HEIGHT
    			ball.dy = -ball.dy
    		End
    		
    		ball.rotation-=ball.dx * dt.delta
    	End
    	
    	Method resetBall:Void()
    		ball.x = SCREEN_WIDTH / 2
    		ball.y = SCREEN_HEIGHT / 2
    		ball.dx = RndMin(-5,5,2)
    		ball.dy = RndMin(-5,5,2)
    	End
    	
    	Method controls:Void()
    		If KeyDown(KEY_UP)
    			playerBat.dy-=playerBat.speedY
    			if playerBat.dy<-playerBat.maxYSpeed then playerBat.dy = -playerBat.maxYSpeed
    		else If KeyDown(KEY_DOWN)
    			playerBat.dy+=playerBat.speedY
    			if playerBat.dy>playerBat.maxYSpeed then playerBat.dy = playerBat.maxYSpeed
    		else
    			playerBat.dy*=0.95 ' friction to slow it down
    		End
    		
    		if playerBat.y < 0
    			playerBat.y = 0
    			playerBat.dy = 0
    		End
    		if playerBat.y > SCREEN_HEIGHT
    			playerBat.y = SCREEN_HEIGHT
    			playerBat.dy = 0
    		End		
    		playerBat.move()
    		
    	End
    	
    	Method ai:Void()
    		if ball.dx > 0 then
    			if ball.y < cpuBat.y
    				cpuBat.dy-=cpuBat.speedY
    				if cpuBat.dy<-cpuBat.maxYSpeed then cpuBat.dy = -cpuBat.maxYSpeed
    			End
    			if ball.y > cpuBat.y
    				cpuBat.dy+=cpuBat.speedY
    				if cpuBat.dy>cpuBat.maxYSpeed then cpuBat.dy = cpuBat.maxYSpeed
    			End
    		else
    			cpuBat.dy*=0.95 ' friction to slow it down
    		end if
    		if cpuBat.y < 0
    			cpuBat.y = 0
    			cpuBat.dy = 0
    		End
    		if cpuBat.y > SCREEN_HEIGHT
    			cpuBat.y = SCREEN_HEIGHT
    			cpuBat.dy = 0
    		End		
    		cpuBat.move()
    	End
    	
    End Class
    
    Class Sprite
    	Field x#,y#
    	Field dx#, dy#
    	Field speedX#, speedY#
    	Field maxXSpeed#, maxYSpeed#
    	Field image:Image
    	field scaleX# = 1, scaleY# = 1
    	field rotation#
    	field red%, green%, blue%
    	field w%, h%
    	field w2%, h2%
    	field score%
    	
    	Method New(img:Image,x#, y#)
    		self.image = img
    		self.x = x
    		self.y = y
    		self.w = img.Width()
    		self.h = img.Height()
    		self.w2 = self.w/2
    		self.h2 = self.h/2
    	End
    	
    	Method setRGB:Void(r%,g%,b%)
    		self.red = r
    		self.green = g
    		self.blue = b
    	End
    	
    	Method move:Void()
    		self.x+=self.dx * dt.delta
    		self.y+=self.dy * dt.delta
    	End
    	
    	Method draw:Void()
    		SetColor red, green, blue ' doesnt work with images!?!??!
    		DrawImage(image, x, y, rotation, scaleX, scaleY)
    		SetColor 255, 255, 255
    	End
    End
    
    Function rectsOverlap:Int(x0:Float, y0:Float, w0:Float, h0:Float, x2:Float, y2:Float, w2:Float, h2:Float)
    	If x0 > (x2 + w2) Or (x0 + w0) < x2 Then Return False
    	If y0 > (y2 + h2) Or (y0 + h0) < y2 Then Return False
    	Return True
    End Function
    
    Function RndMin:Float(min#,max#,minAmount#)
    	local rv# = Rnd(min, max)
    
    	While Abs(rv) < minAmount
    		rv = Rnd(-min,max)
    	Wend
    	return rv
    End
    
    Class DeltaTimer
    	
    	Field targetfps:Float = 60
    	Field currentticks:Float
    	Field lastticks:Float
    	Field frametime:Float
    	Field delta:Float
    	
    	Method New (fps:Float)
    		targetfps = fps
    		lastticks = Millisecs()
    	End
    	
    	Method UpdateDelta:Void()
    		currentticks = Millisecs()
    		frametime = currentticks - lastticks
    		delta = frametime / (1000.0 / targetfps)
    		lastticks = currentticks
    	End
    	
    End
    
    [/code:176ym61k]
    
    Still, I was very impressed by the claims.  Will be an interesting project to watch!
  • Impressive.But exporting games to consoles?.Maybe for the xbox360 but as far as i know there's no sure legit way to export to ps3 or wii ,Is there?.

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  • monkeycoder.co.nz

    It has quite bold claims.

    Very interesting.

    Thanks for the link.

    Krush.

  • Impressive. I already knew of this project, it's from the same creators of Blitzmax and Blitz3D. The IDE is very similar to the Blitzmax IDE. The docs for a first release are already quite good with some interesting examples. Interesting and bold project indeed

  • Impressive.But exporting games to consoles?.Maybe for the xbox360 but as far as i know there's no sure legit way to export to ps3 or wii ,Is there?.

    Devkits, if you find them. PS2 devkits float around eBay now and again too.

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