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:12345678910111213141516171819202122232425262728293031[crayon-5a1865490de8a972952362 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
nerobotParticipant123456[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!
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