That said the platforming, another tricky thing to pull off on Sphere is not that bad. I think the falling is a tad too fast, but otherwise there definitely is potential there. I even loved the fact you were able to run a collision with the radioactive bunny. Your next step there is to damage the player or instead have the player collect coins or something of the sort. In any case it's feeling good, which is a good thing to have.
I made a platformer called Adventureland, and you make me want to continue work on it. I was able to get slopes working, so that's something interesting you can try next. A timer would be nice too! And I didn't hear any music or sound effects, there are some free online resources that you can use.It's coming along very nice. Do you have graphics for the game? I might be able to draw you some stuff but I don't know if those levels are your final designs or not, or if you are scoping for other tiles. Other than that you are doing very well and showing quick mastery over Sphere's Map Engine which is not the easiest beast to learn - especially for platforming games!
Long story short, Sphere on OS X is not a ridiculous idea, but right now it doesn't work on modern Macs.Rahkiin and I have both made attempts to get Sphere working on Mac (again, already it did long ago). It's fairly close, but the biggest issue is that only Rhuan really understood the Mac code. Rahkiin is/was trying to modernize that part of Sphere. I was just trying to find a combination of the Mac code and the Unix/Linux code that would work on OS X.Sphere is known to work well on older OS X, though. Somewhere abouts Tiger, and I've personally confirmed it works on Mac OS X 10.3 Panther.Sphere does work quite well on Linux, though (but no sound on modern Linux). I expect it would work pretty easily on all manner of proper Unix, as well.
Chances are, there will be a few minor issues that will crop up, but the general it should work as documented on the Sphere 1.6/1.6 engine thread. You will need the Sphere, Corona, and Audiere sources from my github repos, and libjs 1.7 (I said 1.5 in the thread, either will work, 1.7 is better).
I intentionally do NOT use any code directly from Sphere, but that's because I want TurboSphere to be BSD/Zlib licensed. The exact reasoning is so that you could integrate the steam API library into a plugin, and sell such games on steam. The idea being that Valve might be more discerning than I am about the license of Sphere, especially since I plaster the name `Sphere RPG Engine' over all of the TS documentation and provide links about it.Of course, since I do not take any code from it at all, TurboSphere tends to support less than Radnen's projects do, like only reading the newest versions of the Sphere resources. My tools also tend to make ever so slightly malformed or strangely formatted resources--my SPK editor makes hard to decode SPKs, with the file map at the end instead of the start, for instance, and my ttf-to-rfn converter makes rfn files that contain tons of extra blank characters.So I guess that's what happens when you don't borrow code =P
I'm not 100% sure about how the Steam process works. I am under the impression that you need to do...something with their SDK, and that it is difficult to do or can't be done with GPL'd engines.TurboSphere is coming along! It now works quite nicely on OS X, even has native retina support. It has a new graphics API, but I'm adding wrappers to make the old API (mostly) work. Still lots of API not done yet, though
Warning: Tileset has irregular BPP of 0. Crashes will almost certainly follow.
Wow, that must be a pretty ancient version of TurboSphere!TurboSphere lost its map engine a while ago. It'll have on again, at some point in the future.Additionally, it hasn't had a Windows release in a very long time.
Sphere shouldn't be under GPL anymore we gotta get that changed. I'm sure AegisKnight (the creator of Sphere) wouldn't mind if it was changed to something like Free BSD or MIT. The old codebase is so ancient that nobody would necessarily care if portions of its code were 'stolen'. Plus it'll clear up any legal issues with using the filetypes of Sphere in more modern implementations and licensing issues with commercialization and steam.Also, I think steam is possible. I think there are quite a few RPGMaker games, such as To the Moon, and it is a closed source engine made in the early 00's so I think steam can support games like that.