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Earok's Monkey Demos

Earok's Monkey Demos
Earok's Monkey Demos
Earok's Monkey Demos
Earok's Monkey Demos
Earok's Monkey Demos
Earok's Monkey Demos
Earok's Monkey Demos

A collection of four demos written in the Monkey language, including Monkey source code, pretranslated HTML5 versions (all platforms) and precompiled C++ versions (Windows only).

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Jesse (not verified)
Earok's Monkey Demos

You Rock Dude awesome demos.

Earok
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Joined: 02/06/2009
Thanks mate, much

Thanks mate, much appreciated, and welcome to the site!

Neuro (not verified)
That mode 7 demo is nice :)!

That mode 7 demo is nice :)! It would be awesome to remake F-Zero using monkey :)!!

Earok
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Cheers Neuro, I'd love to see

Cheers Neuro, I'd love to see an F-Zero remake in Monkey, too - though my preference would be for F-Zero X ;)

Neuro (not verified)
Actually, now i'm wondering

Actually, now i'm wondering if it were to be possible to have animations on those image maps :)?

Earok
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Certainly, and there's a

Certainly, and there's a couple of different ways you could do it.

Say, hypothetically you were doing a game set on an island, and the island was surrounded by animated waves. Since the map is just an image, you could have multiple different maps with the same island but with the waves in a different position, and change frames every so often.

Also, you could draw the water and the waves as the 'bottom layer', and the draw the land over top with transparencies.

Neuro (not verified)
So i guess you would be

So i guess you would be replacing the maps with different frames of waves images then? Also, how would we go about adding collision detection to the map itself? Or have another sort of "collision map" layer?

Earok
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Joined: 02/06/2009
Yes, replacing the maps with

Yes, replacing the maps with different frames would work.

As far as collision detection goes, that's a bit trickier. I think, in Monkey the best you could do is manually define the collision boundaries on the map in code or text files.

The ideal scenerio would be to make a 'collision map' image which isn't actually drawn onscreen but is used by the game to determine where the collision boundaries are, but currently I don't think you can 'read' the RGB values of the pixels in Monkey.

slenkar (not verified)
gr8t demos m8 have you ever

gr8t demos m8

have you ever played alien legacy? the terrain demo looks a lot like it

slenkar (not verified)
the six degrees of freedom is

the six degrees of freedom is great but the rotation gets a bit squirrelly if I rotate in 2 axes at the same time.

Does it use quats to rotate? That would fix all those issues

Earok
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Thanks Slenkar, Yes, the six

Thanks Slenkar,

Yes, the six degrees demo does indeed use Quaternions, infact most of the Quaternion code is based on the Blitz3D source. The reason why the backdrop gets a bit messed up when rotating is because I'm "faking" the 3D backdrops, since I can't render a proper textured skybox. I'm basically just drawing images directly to the screen and rotating them by the roll of the camera, which flips when you pitch past the north and south poles. 

I haven't seen Alien Legacy, though it looks like the flight scenes might be rendered with a similar concept. The demo was inspired by the Novalogic Comanche games of the early 90s.

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