Show Posts
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.
Messages - Eggbertx
316
"spherun" shows the FPS by default because it's meant for development, "minisphere" will hide it by default but you will have to use the "--window" option to not start in fullscreen.
Oh, right, that makes sense.
Quote
I don't ever remember ESC exiting the map engine by default though, that would be undesirable for most games and be a pain in the neck to have to work around. You'll have to add your own code to do that in your game if you want it.
Yeah, 1.5 and I think 1.6 did. Adding in some code to quit if IsKeyPressed(KEY_ESCAPE) would be pretty trivial on the scripting end.
317
How do I have the game start without showing the FPS in the bottom right? Also, in the past, by default, didn't pressing the escape key exit the map engine, unless you set something to block it?
318
Just for the record, if anyone uses Arch, it's uploaded to the AUR here.
319
I'm a little surprised that Ubuntu's package manager makes the distinction when Arch's and Fedora's do not. It's a wild world we live in.
When you want to update, you update the whole local database by running
Code: [Select]
# pacman -Sy
Which syncs the database
And then
Code: [Select]
# pacman -Syu
Which updates. Or you can just do the bottom one and it'll check to make sure that the local database is synced.
320
Well it's good to know that a game idea I came up with on a whim (sort of) got minisphere some new code.
321
If you do use DaVinces advice, prepare to write game logic to set the tiles for the newly grown layers, because I'm pretty sure it'd just be filled with the tile at index 0. So you're almost the way there to creating tiles for a custom map engine, expect now you have the power of other features of sphere's map engine.
With what I plan to do, that actually wouldn't be a problem, since it will be generating things via a template as it goes anyway.
And if it means using Sphere 1.5 until it's implemented in minisphere, I'll do that.
322
Would it be possible to resize the width/height current map in-game, short of manually modifying the file and reloading?
I have an idea for a game that requires the map to be able to grow, and it wouldn't work (as well) if I just went with a very large map instead.
I have an idea for a game that requires the map to be able to grow, and it wouldn't work (as well) if I just went with a very large map instead.
323
Ah, alright. I'll definitely look into that then. Is there any way to set breakpoints without Sphere Studio, or does that not matter?
Oh wow, never mind, this is pretty neat
325
I've never really used built-in debugging tools, and have generally just gone with printf. For my imageboard server, I wrote a wrapper for the main printf function.
with 0 being startup and critical info/errors, 1 being warnings, and 2 being benchmarking and less important info.
Code: [Select]
printf(n int,format string,a ...interface{})
with 0 being startup and critical info/errors, 1 being warnings, and 2 being benchmarking and less important info.
326
That's fine, I didn't use 1.6 much anyway. I guess I'll be using minisphere from now on, writing code with Visual Studio Code, doing images with GIMP (or the original editor), and spriteset and mapping stuff with the original editor as well.
327
Oh alright, sounds good. Also, is it safe to add system scripts (say, from 1.6) to usr/share/system, as long as they don't conflict with the files already there, to provide compatibility with games already written for 1.6?
328
Just built 3.0 in Linux, and with few exceptions (like it segfaulting if you run it with a nonexistent folder as the game argument) it seems to be running perfectly.
329
minisphere has a man page now!
Nice! So is this something that will be installed by make install?
Allegro 4 is very much a legacy platform (being designed originally for MS-DOS games and ported elsewhere over the years),
Wow, I knew Allegro was around during the DOS days, but I didn't know that Allegro 4 was that old.
330
That's fine. I haven't used it a whole lot since building it a few days ago in Linux, but it seems to run pretty well. This was more of a random idea, since Radnen suggested I look into porting JavaSphere to Android.