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41
Hellos and Byes / My return
Last post by Datomas -
Hey, everyone. You may or may not remember me for the one time I posted here with some stuff.

I'm still interested in making something with Sphere, and its ease of use and ability to quickly prototype was always a big positive in my book, and I'm glad to see it's still being worked on and improved. And now I see it's even being built to run on mobile, too?

Over the past year I've gone to a technical school for web development and have gotten caught up with some web technologies, and I feel like my ability to learn and understand has improved in general. A lot of stuff that confused me like asynchronous code and modules, and some of the weirder features of JavaScript I've got a better handle on, and it's nice to come back to Sphere, which uses technologies I'm super familiar with. I'm looking forward to what I can come up with now.




...okay. Now that I got that out of the way, guess I'll just vanish again. See you in three years.

edit: It seems like a lot of the forum hasn't been active in a super long time. This must be an extremely small community. It's kind of sad.
42
Engine Development / Re: miniSphere 5.4.0
Last post by Fat Cerberus -
miniSphere 5.4.0 is out.  I kind of rushed the release because 5.3 was released almost a year ago; please let me know of any bugs!

This version adds support for the .cjs (CommonJS) extension and introduces a new development.strictImports flag to game.json which forces import to be Oozaru-compatible (i.e. it forces you to include the extension for any imports of scripts inside your project), and a bunch of other enhancements.

See the release page for the full list of changes:
https://github.com/fatcerberus/minisphere/releases/tag/v5.4.0
43
Libraries / Re: EventEmitter for miniSphere
Last post by Eggbertx -
I actually got the idea while working on my IRC client module to simplify handling IRC events, and figured it could be applied to many other projects. I created a GitHub repo for it and added a link to the OP.
44
Libraries / Re: EventEmitter for miniSphere
Last post by Radnen -
I like this idea, it's great on turn based tactic style games, and other event driven behaviors.
45
Libraries / EventEmitter for miniSphere
Last post by Eggbertx -
I'm working on a relatively simple (but hopefully useful) event system for miniSphere influenced by Node.js's EventEmitter class, so if you're familiar with that, this should be fairly simple to get used to.

Some examples:
Code: (JavaScript) [Select]
import { Thread } from 'sphere-runtime';
import { EventEmitter } from 'events';

const maxListeners = 32;
const escOnlyOnce = true;
let ei = new EventEmitter(maxListeners);

export default class Game extends Thread {
    constructor() {
        super();
        ei.addListener("escEvent", () => {
            Sphere.shutDown();
        }, escOnlyOnce);
    }

    on_update() {
        if(kb.isPressed(Key.Escape)) ei.emit("escEvent");
     }  
}

The `event#addListener` function also takes an optional parameter that emits the listener when it equals true or is a function that returns true.
Code: (JavaScript) [Select]
ei.addListener("escEvent", Sphere.shutDown, escOnlyOnce, () => {
    return kb.isPressed(Key.Escape);
});

I'm also working on a class for handling key press/release events

GitHub repo: https://github.com/eggbertx/eventemitter-sphere
46
Engine Development / Re: Tileset won't update...
Last post by Radnen -
Since it's minisphere; it's likely an issue with Cell, the game 'compiler' system, which is supposed to compile your assets into a distribution folder for release. In this case the 'dist' folder has an outdated tileset.
47
Engine Development / Tileset won't update...
Last post by Defiant -
So I'm trying to make the change from the old sphere to miniSphere, but I'm old, I hate change and somethings frustrate me to the ends of the earth.

Anyways, I think it's a bug, I'm using miniSphere 5.3, and working off a blank tileset and editing it as I go. I frequently load up the game to see how things look and try to see proportions of the surroundings. The problem is that in the editor it updated to the newest iteration, but when i test the game it defaults to an old version. I've tried closing the map, and the project itself.

The top part is cropped from the editor, while the part below is being ran from the engine.

Is there something I'm missing?
48
Engine Development / Re: Oozaru: Sphere for the Web
Last post by DaVince -
Hey! I haven't been around for a while but this is looking mighty impressive so far, good job! :))
49
This sounds pretty much like the first few text-based games I ever wrote in QBasic.  Variables?  Functions?  What are they?  It was pretty much just a long string of IF..THEN and GOTO for each relevant input :P

Of course mine weren't roguelikes.  To code a whole roguelike like that... that's impressive.
50
twitter.com/The_Doddler/status/1137483351248388096?s=19
twitter.com/The_Doddler/status/1137495814908010496?s=19

Quote
    I saw that the source code for Elona, a fun japanese roguelike was available online and decided to take a look. It turns out it is a single, 14mb text file with 444000 lines of code, completely devoid of comments, written in 'Hot Soup Processor', a japanese basic like language.

Quote
    The code that determines what monsters can spawn is 30000 lines of this (7% of the total game code), which checks for every monster, where if it fails it goto's the next monster, for all 1000 monsters in the game.

Screenshots of the game can be found here:
http://ylvania.org/en/elona

I loved the tile draw code: https://puu.sh/DDswu/2bcf03f2eb.txt
So unlike Sphere. My respects to even get it to work.