EDIT: forgot the option "export all sprites in folder"
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote
I'm going to be perfectly honest.
Your views on everything annoy me. (...)
So in conclusion, I don't like you at all, and even though I never actually used the CJ JC thing.... from now on, I'm going to start. Just for you. Just because it shows disrespect for you in a special way that I never knew existed before.
QuoteEDIT 3 : those comments are now included in the FAQ : https://tzachshabtay.github.io/MonoAGS/articles/faq.html
- if you can't build an Android project, it means you might need to install Xamarin (read more in the posts below)
- if you can't build any of the other projects, try these :
1) make sure you have .Net Core installed (see posts below for links and version). To do so :
- Open the Windows Command Prompt
- type this and press return :
dotnet --info
- if you get an error message: then it means dotnet core is not installed. Otherwise you get the exact version currently installed.
OR, if it still doesn't work:
2) try to delete global.json and then rebuild the solution. This should specifically solve the error "The current .NET SDK does not support targeting .NET Standard 2.0. ..."
- If the solution builds fine but the project won't start, check if you have a message similar to "you cna't trun that type of project". If so, right-click on the actual game project in the solution (asopposed to the other projects : shared libraries and whatnot) and select "Set as Startup Project".
Engine | AGS | Bladecoder | MonoAGS | Adore | Escoria | Placeholder 1 | Placeholder 2 |
Middleware / underlying game engine | Allegro | libgdx | None | Löve aka Löve2D | Godot | Placeholder 1 | Placeholder 2 |
Editor included | Yes | Yes | Not yet (plans on making things editable directy in-game) | No editor provided but many frontends suggested (e.g. Notepad++ with a plugin) See link in footnote | Yes | Placeholder 1 | Placeholder 2 |
Platform/VM for the engine | None (direct C++), but has binds to some Windows libs. | Java | Non-Microsoft .Net Framework, aka “Mono†(considers moving to .Net Core) | Lua | Placeholder 1 | Placeholder 2 | |
Platform/VM for the Editor | .Net framework | JDK required | Mono (considers moving to .Net Core) | - | Placeholder 1 | Placeholder 2 | |
Hardware supported | Windows desktops. Existing ports : MacOS (outdated) ]PSP Android iPhone(?) | All++ (not only the build+execution, but also subtle things for mobile devices such as tapping, hand motions and accelerometer) | All (but for subtle things meant for mobile devices such as tapping and accelerometer, you'll need extra code/libraries) | All+ (not only the build+execution, but also subtle things for mobile devices such as tapping, hand motions and accelerometer) | Placeholder 1 | Placeholder 2 | |
Engine's language | Old-school C with big chunks of C++ | Java | C# | Lua | Placeholder 1 | Placeholder 2 | |
Editor's language | C# | Java | C# | - | Placeholder 1 | Placeholder 2 | |
Main libraries used (apart from DirectX+OpenGL which are included implicitly in most cases) | allegro 4 | I don't know how much of libgdx is self-sufficient | OpenGL+OpenAL bundled in OpenTK | I don't know how much of Lua is self-sufficient | Placeholder 1 | Placeholder 2 | |
Proper versioning | Yes (git) | Yes (git) | Yes (git) | Yes (git) | Placeholder 1 | Placeholder 2 | |
Automated tests | No ? | ? | ? | Yes (“bustedâ€) | Placeholder 1 | Placeholder 2 | |
Automated solution generation | No | Not needed ? (Java all the way) | No | Not needed (Lua all the way) ? | Placeholder 1 | Placeholder 2 | |
Automated build and release | No | Most likely | Yes | ? | Placeholder 1 | Placeholder 2 | |
Native support for Photoshop (PSD) files | No | No? | No | Yes? | Placeholder 1 | Placeholder 2 | |
Localization mechanisms | Yes, up to 256 characters per font | ? | ? | ? | Placeholder 1 | Placeholder 2 | |
Good manual + community + tutorials | Yes | Yes | Yes (at least it has some doc and a proper home page) | Yes but only one demo game | Placeholder 1 | Placeholder 2 | |
Maintainers | Approx.. 4 | Many for libgdx, +1 very efficient for Bladecoder, +approx. 4 from the AGS community if we go there | 1 +approx. 4 from the AGS community if we go there | Many for Löve2D, +1 for Adore, +approx. 4 from the AGS community if we go there | Placeholder 1 | Placeholder 2 | |
Sound engine | Not really, apart from just playing sounds | Yes (libgdx) | Yes (OpenAL has good features, that tzachs has wrapped into MonoAGS) | Yes | Placeholder 1 | Placeholder 2 | |
Controllers input | Just the basic : keyboard+mouse (and joystick with a plugin) | Yes+ (including mobile device gesture) | Just the basics | Yes | Placeholder 1 | Placeholder 2 | |
Subpixel management / maths / vectors (see in an other post in this discussion what I mean by that) | No, apart from basic float management and the Tweens module | Yes+ skelettal animation out of the box | basic OpenGL stuff + everything that was ported to C#. Anything else has to be binded manually | Yes | Placeholder 1 | Placeholder 2 | |
Multithreading inside the game | No | Probably | to be implemented by the game designer | Probably, using Lua | ? | Placeholder 1 | Placeholder 2 |
Data structures / serialization / database-like processing | No, apart from arrays of structs | Yes (XML, Json and everything natively) | Yes? (classes from Mono and/or .Net Core) | Yes? (Lua has everything) | ? | Placeholder 1 | Placeholder 2 |
Pixel-perfect low-res graphics | Yes | ? | Yes? | Yes? | ? | Placeholder 1 | Placeholder 2 |
Collaborative work / compatibility with versioning | Possible with scripts and rooms, but not recommended with the main game file (.agf) nor sprites library. | ? | Editor doesn't exist yet | ? | ? | Placeholder 1 | Placeholder 2 |
Game scripting language | custom (AGS script) | NONE YET | C# (but some people think that things are little too hard coded yet) | Lua | custom (Gdscript, aka something similar to strongly-typed Python) | Placeholder 1 | Placeholder 2 |
dialogs scripting language | custom (AGS dialogs script) | Ink | C# | Lua | ? | Placeholder 1 | Placeholder 2 |
in-game GUIs | None/custom (poor set of native graphic controls) | Yes (offered by libgdx) | custom (partially implemented) | Lua libs | ? | Placeholder 1 | Placeholder 2 |
void repeatedly_execute_always()
{
while (!mouse.IsButtonDown(eMouseRight))
{
mouse.Update();
}
Display("Done!");
}
bool valueChangedCount=0;
void repeatedly_execute()
{
for (int i=0; i<10;i++) {
Display(String.Format("i=%d, valueChangedCount=%d, mouse.x=%d", i, valueChangedCount, mouse.x));
TestLabel.Text=String.Format("%d", i);
}
}
void repeatedly_execute_always()
{
valueChangedCount++;
}
YesNoResult result = DisplayGUI.ShowYesNo("line of text 1", "line of text 2");
if (result==eDisplayGUI_Yes)
Display("player clicked YES");
else
Display("player clicked NO or exited the popup (by pressing ESCAPE or right-clicking)");
//Obviously, myVariable must exist. Oh, and it does "int" only, sorry!
BREAKPOINT("myVariable name", myVariable);
//You can watch up to 7 variables, and only 5 can be displayed simultaneously
//(but you can see the others if you enter their name in the interface)
BREAKPOINT("myVariable1 name", myVariable1, "myVariable2", myVariable2 /*, up to 7 */);
SET("myVariable", 7);
int value = GET("myVariable");
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.180 seconds with 15 queries.