July 1, 2016 at 11:06 am #1547
If anyone is game enough, Diddy2 for MX2 has been started:
Currently only supports the Screen-based framework and Fixed Rate Logic (FRL) timing.
Here is the test file:July 1, 2016 at 11:36 am #1553
woot!July 1, 2016 at 3:21 pm #1564
Diddy2 for MX2 has been started
Cool man!September 2, 2017 at 6:42 pm #10216
this still being worked on ?September 4, 2017 at 12:43 am #10253
I’m currently using Pyro2 and seeing if that meets my work flow, so Diddy2 is on hold for now…September 4, 2017 at 2:30 pm #10268
how are you finding it so far ?September 5, 2017 at 8:44 am #10280
Different… Diddy had everything (nearly!) under the sun and I’m very use to that workflow… I like the scene stuff in Pyro2.September 9, 2017 at 11:51 am #10367
I need diddy2. NOW!
For MX it was the ultimate framework. I’m yearning for the MX2 version. Gonna see if there are any updates to it as I haven’t checked in a day.
🙂September 10, 2017 at 6:43 pm #10389
I just cant get into mx2 i honestly dont know why, every time I open the editor and try and think of something to try my first line is always import diddy and then I think oh shit……. and close the app hahahahahahOctober 10, 2017 at 8:55 am #11056
So I’ve restarted coding for Diddy2…
It’s early days and I’m going to use it for the Syntax Bomb Halloween Challenge, so building code when I need it.
Attachments:October 16, 2017 at 9:24 am #11119
Well I’ve been pretty busy with Diddy2 over the past week:
* Added TexturePacker support
* Added ChanelManager
* Added SoundAsset
* Fixed a bunch of issues
Just committed a WIP animation system in the example:
Most of that will be moved to the Sprite class very soon!October 16, 2017 at 4:26 pm #11126
Checking it out now.October 17, 2017 at 7:31 am #11137
@amon – let me know what you think!
Added AnimationBank which is automatically added to Sprite:Monkey12345678910111213141516171819202122232425262728293031[crayon-5b0853783050f632225906 inline="true" ]Class Player Extends SpriteMethod New(img:Image, position:Vec2f)Super.New(img, position)' create animation called "run_right" with 8 framesCreateAnimation("run_right", 8)' Add images from the AssetBank to the "run_right" animationFor Local i:Int = 1 To 8AddFrame("run_right", "gripe.run_right" + i, i - 1)Next' create animation called "gripe.die" with 4 framesCreateAnimation("gripe.die", 4)' Add images from the AssetBank to the "gripe.die" animationFor Local i:Int = 1 To 4AddFrame("gripe.die", "gripe.die" + i, i - 1)Next' Set the current animation to be "run_right" running at 50ms per frame and loopingSetCurrentAnimation("run_right", 50, True)EndMethod Update()' Update the animationUpdateAnimation()EndEndOctober 17, 2017 at 9:51 am #11143
nerobotParticipantMonkey123456[offtop]Please, don't extends Sprite by Player.Sprite is a part of Player and better to make it player's field.[/offtop]October 19, 2017 at 9:20 am #11199
A player can be a sprite or a player can have a sprite… 😉
Anyway I had a head scratching issue last night with Vec2s: Position.X += Speed.X didnt work. Position is an auto property which returns a Strut! So pass by value! D’oh! I’d forgot that Vec2s are Struts!
Changed all the private Vec2s fields in Diddy2 to public fields and removed the auto properties!
You must be logged in to reply to this topic.