[Monogame] couple questions

Discuss issues pertaining to the various game/web runtimes of Creature here.
Kynes
Posts: 14
Joined: Tue Oct 04, 2016 5:13 am

Re: [Monogame] couple questions

Post by Kynes » Mon Oct 10, 2016 4:33 pm

Hey there,

I could finally fix the algorythm, had to rewrite it, but the final implementation is a lot simpler.
(If interested I can post the code somewhere, or submit a pull request)
Image
Is there a place where I can download other samples, exported in runtime format?

Also, I think I've spotted couple bugs.
First I tried to stop the animation :

Code: Select all

curManager.SetIsPlaying(false);
but doing that nothing gets drawn...

Then I tried to keep the animation playing, but once:

Code: Select all

curManager.should_loop = false;
but the animation keeps looping...

EDIT: just figured out that curManager.SetIsPlaying(false); should be called after at least one CreatureManager update

cheers

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: [Monogame] couple questions

Post by chong » Mon Oct 10, 2016 5:14 pm

Hello,

Thanks for the update and info! You can first fork the Creature runtimes into your own repository and check in your code there :) Since you are still in development, you can keep working. We can always merge in your changes later on.

There are more samples here:
https://github.com/kestrelm/CreatureDem ... mer/Assets

The assets are from the Creature Unity Platformer Demo:
https://youtu.be/4UXp4-L6YEE

Notice there are a collection of .bytes (FlatBuffer) and png ( Texture Atlas ) files for various characters to choose from.

Cheers

Kynes
Posts: 14
Joined: Tue Oct 04, 2016 5:13 am

Re: [Monogame] couple questions

Post by Kynes » Mon Oct 10, 2016 6:30 pm

That platformer demo simply looks awesome! really well done.
The assets are loading just fine also :)

Image

I'm going to fork the repository then =)
thanks

Kynes
Posts: 14
Joined: Tue Oct 04, 2016 5:13 am

Re: [Monogame] couple questions

Post by Kynes » Mon Oct 10, 2016 6:34 pm

That outlining algorythm will be useful for mouse picking too.
For physics, I'm going to apply the Douglas-Peucker algorythm to reduce the polygon and see what happens

cheers

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: [Monogame] couple questions

Post by chong » Mon Oct 10, 2016 6:38 pm

Looks very good! Very exciting work :)

Cheers

Kynes
Posts: 14
Joined: Tue Oct 04, 2016 5:13 am

Re: [Monogame] couple questions

Post by Kynes » Mon Oct 10, 2016 7:52 pm

I've looked at the unity runtime, and realized how simillar it is from the monogame one.
Also noticed the math types used are from Xna.
So except the Unity Renderer and controller classes that inherit from MonoBehavior, it looks quite easy to reuse.
So I'm wondering if I should rather fork the Unity runtime. The thing that I'm interested in is SetActiveItemSwap features.

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: [Monogame] couple questions

Post by chong » Tue Oct 11, 2016 2:06 am

Yes you should try the Unity runtime since that one is updated more often.

Cheers

Kynes
Posts: 14
Joined: Tue Oct 04, 2016 5:13 am

Re: [Monogame] couple questions

Post by Kynes » Sat Oct 15, 2016 9:35 pm

Hey there,

I've sent a pull request for the Monogame runtime.
I haven't touched the MonogameTest folder, but added new folders.
The new sources are based from the Unity runtime. It was easy to adapt, and worked on first run.
Haven't included my outlining stuff yet, just updated/cleaned the runtime,
also I removed JsonFX, and replaced it by more minimalistic solution, implemented in MiniJSON.cs.

hope you like it,
Cheers man =)

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: [Monogame] couple questions

Post by chong » Sat Oct 15, 2016 11:02 pm

Hello,

Thanks a lot for the wonderful work :) I just merged your pull request and thanks again!

Cheers

Kynes
Posts: 14
Joined: Tue Oct 04, 2016 5:13 am

Re: [Monogame] couple questions

Post by Kynes » Sun Oct 16, 2016 2:26 pm

glad I could help :)
Right now there are a lot of things going on, I have changed so much stuff that I wonder if you'll accept any other pull request lol

Right now I'm having problems deserializing some binary assets in the Platformer demo.
My understanding is that the binary format from these assets are from an older version and is not compatible anymore with the new format, am I right?

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