After the appearance of Monkey ( http://monkeycoder.co.nz ) and since buying it, I’ve pretty much dropped BlitzMax. Not that I’m stating I’m going to outright stop using it, but, BlitzMax is more useful for certain games that I definitely want to run certain ways with top-notch speed. For now though, changing the language for frameworks from BlitzMax to Monkey is a good choice.
So, without further delay, I introduce NRG’s OpenMapGame framework. The Monkey port + alterations, of T-ACT Engine’s framework.
Why is it named OpenMapGame, you may ask?
Because I wanted to make a pun on the interwebs slang “OMG,” which is “Oh my God.”
Can I get it, I’m some random person?
No, no you can’t.
So why are you talking about it?
Because it’s the framework T-ACT Engine is now moving to. So that tactics games can be made for the iPhone/iPad/Android/Xbox360 platforms.
I thought you stopped working on T-ACT Engine / What the hell is T-ACT Engine?
I never stopped working on the T(actical) ACT(ion) Engine. I just slowed progress severely and stopped writing updates.
Are you suggesting that you’ve made progress? Can anything be made on it yet?
Progress, a bit. Can anything be made with the GUI, no. Physically written by hand, yes.
Care to share any pictures?
No.
You like writing up FAQs like posts don’t you?
Probably.
What makes the OpenMapGame framework better than another Monkey framework?
I made a scripting language reader (php was the choice of syntax, and technically php is a scripting language). You can alter the text on the fly and have it run the code differently in plain sight. It took me over a night to write it up. It still has some things that have to be done, mainly the class and function handling inserted right into it. That way I don’t have to write the functions in Monkey and add them to the reserved keyword list.





