Sure! You can grab it from here:
Oh dear! Windows version. Better re-boot to Windows then. 🙂
BTW: I hardly tested the framework on Windows, so it’s good to hear that Monkey compiles so well over platforms!
Sorry – no Linux here! Should have uploaded my code 😃 My github has that if you need it.
I had no time for toying around with m2 lately but what i did lastly was experimenting with a variety of laser fire, ranging from calculated fire like in Defender, over rendering behaviors into animations up to creating real time particles trails shader based (outside of m2), It’s interesting and partly surprising what works and what does not when you’re after fast fire.
I am programming a new game, so adding handy stuff to the framework as I go along!
Added some nice refinements on the camera entity and added lots of little enhancements these last few days.
Scramble?!? Loved that entity system version you did…
No, I am not working on Scramble. It did use LUA and the component system and it was really neat!
You mean Artemax, the component based entity system?? Might be fun to port that over! 🙂 It’s very powerful when combined with scripting.
At the moment I am working on a new little shooter, and I am porting Choplifter from Max to M2.
Wiebow could you post a tiny game example that uses mojox? I’m getting some weird errors when I build but I think it’s because I’m not placing things where I should be…
Hi Cole. I am not using mojox at all. There should be no problem to use, although there might be some problems with the camera offset. Are you using a camera in your game?
Maybe you can send some code my way? firstname.lastname@example.org
Added support for a fun joystick I found in an Amiga haul I received yesterday. USB Competition Pro joystick, I didn’t even know these existed… 🙂
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Monkey2 is an easy to use, cross platform, games oriented programming language from Blitz Research.