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1
Game Development / Re: Zell Menace
Last post by Rhuan -
This is really nice - controls very smoothly and I like the choose your own upgrade system.
2
Game Development / Zell Menace
Last post by Beaker -
Zell Menace

Sorry for being a bit late with posting this one here.  Zell Menace is a vertical shooter made during TOJam 13, a weekend game jam hosted every year in Toronto in May. Instead of the typical powerups and bullet-hell of shooters, this game has money drops so you can upgrade your ship, and shield/armor so your ship can take multiple hits of damage (in this regard, similar to Tyrian). However, you only get one life to beat the game, so be sure to upgrade your ship so you can make it through the 5 levels and beat the boss.

The Default Controls:
Move ship: Arrow Keys
Fire Lasers: Space
Fire Homing Missile: Control
Upgrade Forward Weapons: 1
Upgrade Diagonal Weapons: 2
Upgrade Homing Weapons: 3
Upgrade Generator: 4
Upgrade Shields: 5
Upgrade Engine: 6
Upgrade Armor: 7






3
Engine Development / Re: miniSphere 5.2.9
Last post by Fat Cerberus -
Forgot to mention this above, the module fix besides fixing the aforementioned crash, also corrects module load order which was previously reversed, such that imports will now correctly execute in the expected order, e.g. this will now work properly:
Code: [Select]
import 'side-effect-module-1';
import 'side-effect-module-2';

In miniSphere versions prior to 5.2.9, such imports would execute in reverse order, which could cause issues especially in cases where modules are pulled in only for their side effects, à la legacy RequireScript. Special thanks to @Rhuan for fixing this in ChakraCore.
4
Engine Development / Re: miniSphere 5.2.9
Last post by Fat Cerberus -
miniSphere 5.2.9 is up.  It fixes a few minor SSj bugs as well as a bigger issue where certain combinations of circular module dependencies and import() (or require()) can crash the engine.  Barring major unforeseen issues (read: a showstopping bug), this will be the final release in the 5.2 series so that work can commence on miniSphere 5.3.
5
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
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.
6
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Defiant -
I'm old and don't like change haha, one day I'll adapt... one day...
7
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
You had an excuse before as Duktape wasn't *that* much faster, but now you're missing out on blazing fast JS by sticking with 1.5 ;)
8
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Defiant -
I had that issue with an older laptop as well. The machine is likely too old and doesn't like converting a 64 bit program down to a 32 bit environment, it works now ever since I got a newer laptop. But I still use 1.5, too stubborn to convert to miniSphere.
9
Engine Development / Re: miniSphere 5.2.7
Last post by Fat Cerberus -
Yeah, the default project has been broken since miniSphere 5.0.0, that release changed the API significantly compared to 4.8 but it seems that I neglected to test creating a new project before I did the release.  I'll fix this in 5.2.8.  There was also a separate, more serious issue I discovered where several APIs are missing due to a bug in apiLevel handling.

Note that API Level 1 is frozen since 5.0.0 (the system modules are not, but I do try not to break them unnecessarily), so breakage like this should be minimized going forward.
10
Engine Development / Re: miniSphere 5.2.7
Last post by Rukiri -
Was image replaced with something else? It was completely remove from the sphere-runetime and game-modules, however Sphere Studio will still call the default project which still uses the image module.

Or am I missing something?