I made today a little Monkey X Pro demonstration: Rolling and rotating scrolltext (Old School VIII). Now it works perfectly. Like in Old School VII, the letters fade in and out at the bottom of the circle of letters. I have used my Font 2 PNG program to grab individual characters of a ttf-font toContinue reading “Rolling and Rotating scrolltext (Old School VIII)”
Tag Archives: programming
Scaling ttf-font in Monkey2
In Monkey2 programming language it is possible to load ttf (and otf & fon) font directly and use the DrawText method of canvas to draw the text. But how to scale the font? In this example I made today it is done in a clumsy way, but may give you some ideas… The source code:Continue reading “Scaling ttf-font in Monkey2”
Scrolling of Picture Larger Than Visible Area in Monkey2
I finally today made my first Monkey2 app. I think it was someday in September I finally noticed that Monkey X has evolved into hugely more advanced programming language: Monkey2. As I wrote in previous post I have an unfinished game project in Monkey X Pro. I think think I’ll finish it someday in Monkey2…Continue reading “Scrolling of Picture Larger Than Visible Area in Monkey2”
Bouncing of the ball when it touches the Bat (80s Krakout style)
It’s night when I’m writing this. I came up with a little Monkey X tutorial on how to program the bouncing of the ball, when it touches the bat in the “old school way” — like in the popular C64 game Krakout in the 80s. In the video for the tutorial you can see, that asContinue reading “Bouncing of the ball when it touches the Bat (80s Krakout style)”
3D Stars With Controlled Center Point
Just little changes to old post on 3D stars with Mojo2… Now on the projection from 3D space to 2D space (screen), the center point can be controlled, just touch the screen or keep the left mouse button pushed down to control the stars… The code should compile as such to any target on MonkeyContinue reading “3D Stars With Controlled Center Point”
Scrolling a Picture Larger Than Visible Area in Monkey X
A little tutorial on scrolling a picture that is larger than the visible area of the screen in Monkey X. In this example we will be using a picture of 1280 x 960 pixels in “native” resolution of 640 x 480 pixels. The source is primarily meant to Android target but works for example to desktopContinue reading “Scrolling a Picture Larger Than Visible Area in Monkey X”
Unique Random Integers
For example in my Memorable Ladies games it is the case that I needed a method that gives a random integer for example between 0…31 so that any integer that has once been drawn, doesn’t get drawn anymore. One way to handle this (how I didn’t do it) could be for example to use Rand-functionContinue reading “Unique Random Integers”
Image Buttons with MaxGUI
This time a little tutorial on how to use images as buttons in BlitzMax with MaxGUI module. For beginners the most important thing is to understand the event loop. The image buttons are made with panels that have background graphics. The source below clarifies the rest. In order to try the code, download the followingContinue reading “Image Buttons with MaxGUI”
Missile Attack in Monkey X
Again, some nostalgia. In older blog post I presented a shortened version of my old implementation of Amiga’s “Missile Attack”. This night I made the game in Monkey X and the source can be directly compiled to Android target. The game is quite simple one: Just shoot the missiles before they get to the bottom ofContinue reading “Missile Attack in Monkey X”
How to Make a Worm Game Part 2
(Updated 03/05/2017 with improved source code and new video) A little update to older post. As the title of the post says we’re making a worm game (in Monkey X). In this version the worm is controlled by touching the screen keeping in mind that the game is really aimed to Android. I’ll explain hereContinue reading “How to Make a Worm Game Part 2”