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91
Sphere Support / [Solved] No option to use minisphere in editor
Last post by Datomas -
So I may or may not be getting into Sphere again, so I uninstalled the minisphere I had (along with Sphere Studio) and installed minisphere 5.0. However when opening Sphere Studio (fresh installed from the ms5.0 exe), I only get the option to use the Sphere 1.5 engine.

Going into settings gave no option for locating the mini sphere directory or plugins. Anybody know what's up with this? Am I just missing something really simple?
92
Engine Development / Re: miniSphere 5.0rc
Last post by Fat Cerberus -
Release candidate is just that: Either it or a build very close to it will become the final release (unless someone finds some huge showstopping bug between now and the 31st).  So yeah, I definitely consider it stable at this point.
93
Engine Development / Re: miniSphere 5.0rc
Last post by Eggbertx -
Do you think it's safe enough for the AUR?
94
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
While the map may be posted, the actual location on either the overworld or underworld map has never been revealed; so yes, actually, it is very hidden. The location is not obvious and the player must find the entrance. Shortest dungeon in the game but also the most challenging. For the item at the end is needed to reforge the Master Sword...and the OldMan at the entrance takes most of the player's items but returns everything at the end of the level.
95
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by DaVince -
Not that hidden now, is it? ;)
96
Engine Development / Re: miniSphere 5.0rc
Last post by Fat Cerberus -
miniSphere 5.0rc is up.  This is a release candidate and should therefore be very stable.  As such, the links for miniSphere 4.8 have been taken down.  Give miniSphere 5.0 a spin, it's awesome!
97
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Hidden dungeon level
98
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Death Mountain
99
Hellos and Byes / Re: Hello all, from a mac user
Last post by DaVince -
First off, welcome to Spherical! Sphere itself is in a transitional phase and definitely still needs a lot of love on the editor and tutorial side, so I wish I got more to offer there.

Quote
4. Any youtube videos of games, game development, workflow, debugging would help. Searching for "sphere" and "game engine/runtime/js/whatever" turns up so much noise about creating a 3d sphere.
The wiki is a good start, although mind you most of it is geared towards the legacy API (which still works and will keep working for the time being anyway).

Game development is generally talked about right here in these forums, as well as in our Discord channel (which I see you've joined already, nice!). The Twitter page contains a lot of screenshots and links to games made in the game engine. The Downloads Drive contains assets, scripts, games, demos etc. and is generally a good resource to get acquainted with Sphere as well.

As for videos; that's a thing I've been thinking about, but back when Sphere was most popular YouTube didn't even exist so you're going to find precious little.
All I know about is this shoddy sprite editor video I made years ago, on the old editor (which is the only feasible editor on OSX anyway): https://www.youtube.com/watch?v=3jt8r-KKPkU
100
Hellos and Byes / Re: Hello all, from a mac user
Last post by Rhuan -
Always good to see new members, welcome to spheredev.

Firstly on macOs support - miniSphere's source is fully macOs compatiable, just the provided makefile is not and you need to sort out some dependencies before you can build it; I have an xcode project that does it but it's just rather messy so I haven't posted the project, I'm intending to make a clean version at some point to be added to the github repo but it hasn't been my priortiy; I've only done macOs Sierra builds as Sierra is what I use and I've had almost no interest from anyone else in the mac version; I could make a build for an older version of macOs if you'd like? (will be most of a day until I can do it as I'm about to go to work).

On your other questions:
1.Android support is an idea, it could be a reality in maybe a year's time - it's no ones priority right now and would require this to be resolved first: https://github.com/Microsoft/ChakraCore/issues/3966

2. Raspberry pi I don't think we've even thought about - it should be possible but would need someone to do some work to make it work.

3. Depends what you mean by packaging - my current build of miniSphere is designed to be dev friendly - it runs with it's "system" resources in a folder with it so (so you can look at them etc) it's not quite the macOs dream of a drag and drop .app - your game can be packaged as one file that can then be opened with miniSphere on a different computer (or shipped in the same folder as miniSphere and named so miniSphere will auto-open it on launch) - with some minor tweaks to the source of miniSphere (literally two lines) I could make it work as .app bundle with the game inside it - that version wouldn't be so usable for development but I do intend to add such a version in the future as an extra build for releasing games with.

4. There's not much, the Sphere community seemed to dry up quite badly over the last couple of years we're hoping to give it a new shot of life shortly with all the new features coming in miniSphere 5 as well as some work I'm doing on a library of modules that should make game development with modern style JS easier/more intuitive - demo videos could be something for us to do over the next few weeks.

(note when I say "we" above at the moment miniSphere effectively has two developers @Fat Cerberus and me - Fat Cerberus writes the miniSphere code and I find problems with it for him to fix + make it work on macOs + sometimes help fix things + write lots of JS that I'm hoping will be a useful standard lib of sorts to go with it)