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21
Libraries / Re: MapEngine for Sphere v2
Last post by Rhuan -
That's not an error I've seen, please could you post a sample project that produces it and I'll take a look?

My map engine should support any (positive) tile size and any number of layers.

At a guess - "-929892776" sounds like the wrong file is being read for the map - possibly the cellscript is wrong or you're trying to load the original .rmp file at runtime rather than the .mem file that the cell script will turn it into.
22
Libraries / Re: MapEngine for Sphere v2
Last post by scojin -
I'm trying to use the map engine, but I keep getting an error:

uncaught JavaScript exception

RangeError: Invalid read size '-929892776'
   at TileBuffer (@/src/MapEngine/PixelBuffer.mjs:171:9)
   at MEngine.prototype.setMap (@/src/MapEngine/MEngine.mjs:380:9)
   at Generator.prototype.next (native code)
   at MapEngine.prototype.start (@/src/MapEngine/map-engine.mjs:168:9)
   at Generator.prototype.next (native code)
   at Anonymous function (@/src/main.mjs:199:1)
   at module (@/src/main.mjs:2:1)


I followed the template for cellscript and the mainscript and made the file path adjustments where necessary.
I'm using .rmp maps. I tried making a new map, and I also tried making a map with only a single layer, but still get the error. My tile sizes are 16x16, but that isn't what comes back in the debugger. Is there something I'm missing? Probably something simple...   :-\
Thanks in advance!
23
Libraries / Re: Personlib 1.1
Last post by Eggbertx -
Bumping this thread for the update, for anyone who has been using Personlib and might find it useful/convenient.
24
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
@DaVince I think the last time FBnil was active he was using miniSphere 1.x-ish so that was definitely before I committed to supporting Linux officially.  I now do tarball releases for Linux so building there should be no issue at all these days.
25
Game Development / Re: Zell Menace
Last post by DaVince -
Tyrian is one of my favorite shmups so seeing something inspired by it certainly makes me happy. Although I like playing it with the mouse :)
26
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by DaVince -
I'm old and don't like change haha...

I am neither. I'd really like to not be stuck in the technological stone age but new tech isn't cheap.
This is kind of curious to me, as more recent computers have been cheaper and cheaper while easily offering the basic specs that engines like miniSphere require these days. As an example, I'm getting by nicely with a refurbished (albeit fairly high-end for its time) laptop from 2012 for about 250 euros. There were options that would have worked for about 150 as well.

This is just coming from my own experience when really looking around for something half-decent when I barely had any budget myself and found something more than decent though. In all, I don't mean to pry or be rude but I figure that if you looked around enough you'd find something pretty affordable for your needs with miniSphere (and just general PC usability, naturally). I have no clue, of course, what your own situation is, what your options are, if you are in any sort of position to save up for that, et cetera.

Quote
And I too, as I use Linux, did not really migrate yet to the new MiniSphere (I use the old one instead)... But it seems there is a new Linux build, so I might be able to get it to compile again... not sure.
In my experience, it's fairly easy to compile miniSphere as long as you get the development libraries for latest Allegro/LibMNG/OGG/zlib (and I'm probably forgetting a few) from the default repository on Ubuntu at least. Certainly far from the nightmare that compiling original Sphere was. :)
27
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by FBnil -
@Miscreant Did you manage to screenshot your overworld by snapshotting your maps and resizing them? I have made something once that could do that, so I can polish it a bit if you need it.
It was based off Flik's minimap.js. Basically it loads the map, moves every sprite to -64,-64 (so they are not visible) then creates a surface which is resized and saved to disk. Stitching of the thumbnail maps is a manual labour, but by choosing a good naming scheme, could be automated.

And I too, as I use Linux, did not really migrate yet to the new MiniSphere (I use the old one instead)... But it seems there is a new Linux build, so I might be able to get it to compile again... not sure.
28
Engine Development / Re: miniSphere 5.2.11
Last post by Fat Cerberus -
I released miniSphere 5.2.11 which fixes a bug with dynamic import() and updates ChakraCore to the latest stable release (1.10.0).  This is the final version of miniSphere 5.2 so that I can focus on coming up with ideas for 5.3.  As always though, if there are any issues let me know so they can get fixed. :smiley:
29
Game Development / Re: Zell Menace
Last post by Miscreant -
I'll say this looks similar to Tyrian in more ways than one... Looks great, time to play!

Tyrian.... One of the greatest games ever. Way back when, one of my friends and I would connect via modem and play Tyrian.

@Beaker Is there a Carrot ship with a Banana Blaster?! lol
30
Game Development / Re: Zell Menace
Last post by DaVince -
I'll say this looks similar to Tyrian in more ways than one... Looks great, time to play!

Edit: yup, this was a lot of fun for a while. It wasn't immediately obvious what upgraded what without referring back to your post, but it's fun to blast through all of the ships like this. One downside is how quickly the difficulty suddenly ramps up on the level with the big boss ships though, and that once you die, you start over all the way from the beginning instead of just the start of the level.