October 20, 2021, 21:53:12

Author Topic: Wonkey Update  (Read 6495 times)

Offline zelda64bit

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Re: Wonkey Update
« Reply #15 on: May 27, 2021, 20:10:08 »
on window 7 the prebuilt g++ version fails - I can confirm this  :'(

We will have to wait for them to solve it. :)

Offline Steve Elliott

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Re: Wonkey Update
« Reply #16 on: May 28, 2021, 18:07:02 »
Quote
Wouldn't it be better to support, join and work for already existing language projects instead of founding always new projects?

When we will continue as we do, in 10 years we will have more BASIC dialects then users in the forum.

Yet you're trying to write a wrapper for some C code in an abandoned (by the author) language?!  Yet you don't understand C, at all.  Blitzmax, a language that has added garbage collection that C - or even C++ doesn't have, and you're wondering why you are encountering problems?  And that's without threads!  That's exactly why you don't use a general purpose language - they're not designed for it!  Put down the versions of BASIC as you wish, but generally they give you far more than text only output like C and C++, you have to add a game engine - and learn that too.  So you don't want lots of new BASIC Languages, but want everybody to get around a language you don't understand?  That's madness.

Instead, get around a language that is designed for games.  I'm not going near sound just yet, but I can see your advice will be invaluable!  :)
« Last Edit: May 28, 2021, 18:39:01 by Steve Elliott »
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Offline round157

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Re: Wonkey Update
« Reply #17 on: May 29, 2021, 03:15:27 »
on window 7 the prebuilt g++ version fails - I can confirm this  :'(

We will have to wait for them to solve it. :)

Hi.....the professional team members of the Wonkey development team will solve the problem without any problem.
« Last Edit: May 29, 2021, 03:18:31 by round157 »

Offline iWasAdam

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Re: Wonkey Update
« Reply #18 on: May 29, 2021, 14:02:10 »
Here's a quote to the above:
Quote
You want to run it on windows 95?
:'(  :))

Online Aurel

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Re: Wonkey Update
« Reply #19 on: May 30, 2021, 08:07:41 »
Quote
I agree with what you say. It would not be better if everyone joined a single language, instead of each one making their own.

Heh..sounds good in fantasy...How i know what is in someone else head ?
Left the code to someone who don't know what he doing is the worst thing ..
that thing often lead to big mess.
« Last Edit: May 31, 2021, 06:57:43 by Aurel »
(Y)

Offline round157

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Re: Wonkey Update
« Reply #20 on: May 31, 2021, 01:33:50 »
Heh..sounds good in fantasy...


Besides, an invisible healthy competition may be created between authors of different BASIC dialects(micro(A), BlitzMax Ng ,Wonkey, Cerberus, etc.) This positive competition may encourage these authors to make the development progresses of their BASIC dialects faster and better.

Offline round157

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Re: Wonkey Update
« Reply #21 on: May 31, 2021, 02:17:28 »

 :'(  :))

Many people may look forward to Wonkey's magnificent future.

Offline iWasAdam

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Re: Wonkey Update
« Reply #22 on: May 31, 2021, 13:00:14 »
Wide2 - the new wonkey editor is being put through it's paces. To do a proper test I thought I would write a tutorial.

This first one creates a well known game.  :o

It's currently got all the basic stuff like map, movement and even base enemy movement. it's created over 10 different steps each with source and is only 400 lines long!

Before anyone jumps in a starts questioning 400 lines - there are 3 other sources provided which are supplying all the draw code, map code, palette code, and render code - but these are being presented as code so you can rip them to shreds and find out how they actually work - or not as they are not 'fixed' modules.

Of course you can completely just 'use' the code without any knowledge or care about how they work too.

These are from my own libraries, so I am starting to give away my own secret sauce here...


Offline Hotshot

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Re: Wonkey Update
« Reply #23 on: May 31, 2021, 13:26:27 »
Hello iWasAdam


Do you know when Wonkey Update going to be release with the Editor?

Offline iWasAdam

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Re: Wonkey Update
« Reply #24 on: May 31, 2021, 14:00:07 »
we're still testing things. i'll let everyone know what is happening :)

The editor is being dogfooded on macos, then will move to windows and then after that to other platforms.

There are a couple of things that are on the todo list including w7 support, targetted audio and synth engines plus new graphics tools.

Offline Hotshot

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Re: Wonkey Update
« Reply #25 on: May 31, 2021, 14:31:42 »
can you show simple code of Wonkey gonna look like?

Offline iWasAdam

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Re: Wonkey Update
« Reply #26 on: May 31, 2021, 14:46:36 »
no problem - anyone who know Cerberus, monkey2 or even BlitzNG should be reasonable happy with this:
Code: [Select]
Namespace myapp

#Import "<std>"
#Import "<mojo>"
Using std..
Using mojo..

Function Main()
New AppInstance
New MyWindow
App.Run()
End

Class MyWindow Extends Window
'this has no window sizing - or fullscreen on MacOS
Method New( title:String = "Simple mojo app", width:Int = 640, height:Int = 480, flags:WindowFlags = Null )
Super.New( title, width, height, flags )
End

Method OnRender( canvas:Canvas ) Override
App.RequestRender()

canvas.DrawText( "Hello World!", Width/2, Height/2,.5,.5 )
End

End

This is the basic open a window and say hello world
for the simplest (a console app with no window - just run from the shell) you get:
Code: [Select]
Namespace myapp

#Import "<std>"
Using std..


Function Main()
Print "Hello World"
End

I've rewritten the base templates and also added more of them. So here are the base ones you get to play with:
simple 3d
simple console
letterboxed
simple io
simple ui
simple mojox gui
custom canvas

I woud like to also add some form of simple 2d and also simple shader to the base templates

I can add further help text to the templates if you think that would help?

Online Aurel

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Re: Wonkey Update
« Reply #27 on: May 31, 2021, 14:48:27 »
400 lines of code ..ok
but where are they?
Editor...how that look?
is  all that on github maybe or ??
(Y)

Online Aurel

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Re: Wonkey Update
« Reply #28 on: May 31, 2021, 14:55:34 »
oh i found it
https://github.com/wonkey-coders/wonkey

iWasAdam
would be nice that you have this link in your forum profile ?
(Y)

Offline iWasAdam

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Re: Wonkey Update
« Reply #29 on: May 31, 2021, 15:01:28 »
no problem. I'm still working on the wide2 editor, but here it is working with no issues in testing - been running solid for sever hours now.

this is the main editor window with the source tree open - notice how all the icons are clean and logical


When using find, you dont get a single answer you get all answers and can quickly locate what you want


There are other document windows, like the image viewer:


And the sound viewer - currently this only works for limited wav and ogg formats. But it is planned to add the QasarBeach sound core which open virtually any sound file even from synth manufacturers like roland, emu, yamaha, etc
As you can see it already has note/octave/pitch concepts built into it along with stereo and mono support

 

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