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1
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
That's weird, I don't remember having much trouble with it, and I remember using computers as far back as Windows 3.1.
Granted, I didn't listen to a lot of music on the computer until around Windows Me *shudder*.
I mostly stuck to CD players for dedicated music.
2
Game Development / Re: The Screenshot Thread
Last post by Fat Cerberus -
I still find this excerpt from the Wap 1.5 page kind of funny. "MIDI music in particular tends to hog a lot of processor capacity."
As usual, technology marches on.

Yeah, back in the day playing MIDIs, especially on Windows, was surprisingly processor-intensive.  I could never figure it out myself, apparently the Roland soundfont included with Windows was hard to decode or something.  It was bad enough that MIDI playback would actually stutter--badly--when the processor was taxed.  Then again, that was in the days of Pentiums and PIIs for which even mp3 decoding was a chore.

I still remember trying to coax Winamp into playing mp3's on a 486/66... it was an uphill battle, but I did ultimately get it to work--by forcing the mp3 plugin to decode at 8-bit quarter-resolution (i.e. 11kHz).  It murdered the sound quality, but at least I got to listen to my music! :stuck_out_tongue:
3
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
I actually got the idea from an old site called Java on the Brain, which has a bunch of Java applet games. My original goal was to rewrite them in miniSphere since applets no longer work in most, if not all modern browsers. They still work in Netscape 7.2 (which still installs in Windows 10, oddly enough) but nothing on the internet lasts forever.
"Unnamed "SMUP" is based on Warp/Warp 1.5 from JotB. I got the idea for doing the graphics in Blender from Warp 1.5's History page, which mentions doing the graphics in POV-Ray. I've never used it, but I am plenty familiar with Blender. I say "My original goal" because for copyright reasons I may end up using the same gameplay but with my own graphics and sound. I'll still probably end up distributing them as a package with their own game menu.

I still find this excerpt from the Wap 1.5 page kind of funny. "MIDI music in particular tends to hog a lot of processor capacity."
As usual, technology marches on.
4
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
Oh oops, that penguine.rss is just for testing. I thought I removed it but apparently I forgot. Or maybe I did but I didn't push that change to the repo yet. You can just put your favorite spriteset in the same directory as the executable, run it, and it should work.
5
Editor Development / Re: QtSphere IDE 0.2.5
Last post by DaVince -
I'm trying to get this built on my Ubuntu system (after having installed Qt 4, Qt 5 and Qt Creator) but I get stuck at the screen displayed in the attachment.

Compiling from source worked (after installing some multimedia and multimediawidget libraries), but the IDE seems to currently just crash on an "Error loading penguin.rss" and a subsequent segmentation fault. I guess that's still hardcoded in at this point.

(The README needs updating, by the way! Make sure to list required libraries and ./build/QtSphere should be ./build/QtSphereIDE. :)
6
Game Development / Re: The Screenshot Thread
Last post by DaVince -
Hey, using 3D modeling software for pre-rendered graphics isn't something I've seen a lot of in Sphere! I'm thinking that by using Blender you can do some interesting animation - like having the tiles slowly change their perspective relative to the ship (by cycling through different animation frames) as you zoom past them. :)
7
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -

I've been working on my old shoot 'em up project for the last couple days, and I'm kind of surprised how well replacing the old sprites and tiles with ones rendered in Blender has been going.
8
Editor Development / Re: QtSphere IDE (working title) 0.2.3
Last post by Eggbertx -
Wow, I haven't updated this thread in a while. But QtSphere IDE is still under heavy development. I thought I posted this already, but apparently not. While it's a little buggy still (dropdowns act strangely with a QSS theme), QSI has a decent looking dark theme!
9
Libraries / Re: MapEngine for Sphere v2
Last post by Rhuan -
I've temporarily deleted that larger example from the github repository I wrote some of that a while ago when I was still designing the map engine and I'm afraid I never updated it for some key changes so it doesn't behave correctly anymore. I'm really sorry about this failure.

I'd reccomend building upon the simpleExample instead for now - the map-engine.mjs interface it uses should be good enough for most things.

Edit: easier fixes than I thought:
1. Change the update function (line 92) so the parameters are this.camera.x, this.camera.y and this.camera.zoom (i.e. without the square brackets around the x and y)
2. add this.spriteSystem.takeInput(); anywhere in the start function

With these two changes it should work BUT I'm not going to put it back on GitHub for now as IMO it's not the best way to do things, the simpleExample (whilst it covers a few less features) is a better starting point at the moment.
10
Libraries / Re: MapEngine for Sphere v2
Last post by scojin -
So, I got the MapEngine to work with the simple template method; I was even able to change walking speeds and utilize the zoom aspect. But when I use the code for the more 'dynamic' version, I'm running into a few problems. There are no errors called and the game loads up fines, but the map isn't drawn correctly and none of the input works.
I created a new project, copy-pasted the code, adjusted for custom map and sprite, and still got the same result. I'll post some pics and a link to the smaller project I made.

Spoiler (click to show/hide)
Spoiler (click to show/hide)