I’ve started writing an online book tutorial on Monkey. I aimed it at non-programmers / beginners. Since all other Monkey tutorials fail to explain things to non-programmers or over-explain and over-complicate things that just aren’t that hard. And most start off giving you some complex-looking code (for a beginner) that you won’t understand. I try my best to define everything clearly before continuing on and using something. It is highly incomplete, but I’m going to work on it a bit everyday until it blossoms into something. Join the forum and post feedback, comments, or ways to better it if you want.
I’ve been so busy that I missed that Monkey was released 2-months ago. When I just found out I started jumping off of my bed in excitement. I don’t mean that in a non-literal way. I started tearing up and temporarily freaked out, then calmly came back on my bed and jumped to my website to write about it.
You’re [not] wondering, why am I freaking out about this? It’s because Monkey (http://www.monkeycoder.co.nz/) is basically the successor (in my opinion) to BlitzMax, which was the last programming language from Blitz Research Ltd., in their long running series of programming languages. Why in particular am I so excited about this one though? It’s because of the opportunities that open up with it. It’s syntax, now as opposed to BlitzMax, has some very good changes that make it more standardized with other languages. On top of other various smart changes, the big deal is that it is across the board cross-platform. Android, iOS, HTML5, OpenGL (Win/Mac), Flash, XNA(Win C#). Those are pretty much the only platforms that are worth building anything to (minus HTML5 [I’m not a big fan of browser stuff]). What’s an even bigger deal is, compared to things like Unity3D (which mind you, I still love), for the price of $120 I can create for all platforms. Of course, I’m not including the charges to allow apps in the Apple AppStore and such. But it’s still a damn good price.
Friday: I’m off from school for summer! School resumes in August. So, woo, I have to get my hands on Monkey right away…after I get some sleep first. Then come Friday, I’m going into learning mode.
Woke up this morning, and, “Oh! Naruto is out and with a new song.” So I quickly transcribed it and transliterated it. I was planning on making a karaoke for it, but I’m super busy and tired at the moment. So, later, maybe.
Song Info Title: ラヴァーズ (ravaazu) [ Lovers ] By: 7!!（セブン・ウップス） (sebun uppusu) [ Seven (Ups/Oops)* ]
So I was looking around some forums. I have to say, thanks to a certain crowd, C++ is made out to be god-like for games. Here’s my problem. In the world of today, if you want to create games. Starting out from C++ is about as far away from making a game as you can start. From my experience learning C++ first (years ago), I can tell you that I’ve never used it to create games. Why? It’s not because I can’t, it’s because it turns into cluttered hassle. That’s not what you want when you make a game. On the other hand, I can say I’ve made many demos and am making a game with the language BlitzMax. As well as making demos and full games in engines like RPG Maker, Unity3D, and a few other programs.
What does this lead me to? C++, it may be widely used around the mainstream industry. But attempt to write games and entire engines on your own with it and see the truth behind taking 10-years to write a game. Opposed to writing one in a month or year with an engine or language like BlitzMax. And realizing that while, sure, you should learn C++. If you want to make a game on your own realistically, skip it at all costs.
Now, putting this post out here, I imagine it will, at some point, get a response. That’s one of the main reasons I wrote it. It’s because I expect there to be a C++ elitist who will try and one-up me somehow. While having nothing to back up their claim of C++ being the greatest programming language to ever be born into existence. In my opinion, Assembly is the best language to ever be born into existence. The manual writing of low-level routines and low-level control at its finest. And personally, better than C++, to boot, is writing up a language in ASM with all of the functionality you need. Eliminating the in-between of needing someone else’s bullshit layer between me and the computer. But hey, go on, convince me C++ a god-like language for games. My thoughts bend flexibly when someone gives me flawless or at least polished logic.
Oh, and I can’t forget. There will always be that person who comes in and says, “…well so and so wrote a game in…,” was it you? No! Oh really…that’s what I thought. Shut up. Now that I’ve successfully ranted, I’m going to sleep.
An upgraded version of NRG’s Window Renamer. Includes Window Mover and Window Killer.
What’s the point? No point, I was just messing with the Window’s API via C# doing some various tests. This program could potentially be updated, so a version with the updater is available.
Project: NRG’s Window Tool Description: Renames, Moves, and Kills an open program via Window Name Language: C#.NET 2.0 Project Members: Nicholas Grant “Goodlookinguy” Version: 1.0 Release: 3/11/2011 CRC32: WindowTool.exe (99EE3425) MD5: WindowTool.exe (815ED2709329281E5398EF4C80C9C913) Download:Window Tool with Updater, Window Tool without Updater
I wrote this program in about 10-minutes for various personal reasons. But I figured it could be helpful to someone else, maybe.
It makes two Windows API calls via C#, so don’t be surprised that’s it’s calling user32.dll.
Project: NRG’s Window Renamer Description: Renames an open program window name Language: C#.NET 2.0 Project Members: Nicholas Grant “Goodlookinguy” Version: 1.0 Release: 2/28/2011 CRC32: F2B9E659 Download:http://nrgs.org/dev/window_rename/WindowRenamer.zip
I saw that some people have been rummaging through my dev folder, located here. I figured I should give a breakdown of what I’ve removed and added and what some of the things in there are or will become.
acc: Anime Character Creator – It’s uh, it’s there. I was nearly done with the final product…not sure what happened to all of my enthusiasm as I was working on it. betamaker: BetaMaker – This is a secret, right now. fighter: – Removed fu_iu: Image Uploader – Old script I wrote as an example for some people in a class phppacker: php Packer – Old script, has lots of issues. Not saying it doesn’t work, but…my new packer is about 10mil times better than it. The fact that the new one parses it out character-by-character opposed to preg_replace insanity. And it doesn’t have all of those bugs the other one would potentially produce. pwhexgen: Perfect World Hex Generator – A program to generate hex data for weapon, armor, accessories if you run a perfect world private server. vos: Virtual OS Form – On a day of boredom, not long after I graduated HS, I saw this video on Youtube with this “Virtual OS,” written in VB.NET. So I decided to copy it and add a [cheap] calculator to it. Also, it was written in C#, not VB.NET like the video one. Since then I’ve made much more complicated versions that even lock to sides and top, etc. It’s actually pretty neat, for fun visual play. tact: T-ACT Engine – Removed, no longer freeware analysis: php Analysis Tool – Removed. It was a test before I made an actual parser for the php packer v2 (not downloadable here). updater: Updater Tool – Used in all future programs for autoupdating. (The correct version of the tool will come with the program)
I noticed a huge amount of queries (or searches) that are bringing people here are for Game Maker. I’ve never used, supported the use of, or even talked about game maker. Hopefully this will immediately turn you back so you don’t waste your time here.