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Messages - DaVince

1
Sounds like a grand, ambitious, fun project! Looking forward to seeing more. :)

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GUI library
If it helps, Rhuan has created a very nice HUD system you might be able to leverage. (see HUDSystem.mjs here)

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Code gremlin repellent system
First we had eaty pigs :pig_nose:, now we have code gremlins?!
2
Libraries / Re: MapEngine for Sphere v2
I think this thread could benefit from some visual benefits that the map engine offers! I'll start by showing the zooming capabilities of the map engine, as well as the flexible HUD/GUI system that is built around it.
3
I've been using the map engine already and it's solid, fast and has a nice feature set! Good job on this, Rhuan. :)
4
Editor Development / Re: The Sphere Studio v1.2.1
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Also for some reason I had to run mono with sudo otherwise it gave me an error upon trying to access the registry.  Kind of weird.  Also strange is how the error I get is always different every time I revisit this...
Linux doesn't even have a registry, so it's even weirder that it DOES get past that point with sudo... Try not to run with sudo though. Graphical applications really shouldn't be run with sudo.

WeakReference seems to be part of mscorlib, which is something you have to explicitly install:
Code: [Select]
sudo apt install mono-complete

Edit: wait, that was with Wine? Weird, it's starting up just fine in Wine here.
5
Engine Development / Re: miniSphere 5.0.0
Nice work, and a solid release! :))
6
Projects / Re: Project ZeC (My Zelda-esque Clone)
Good luck with finding a new place to live. I hope you find something soon.

As for the project, I'd say put it on hold, but post the current in-development version for us to check out anyway. A lot of effort has gone into your game and we've lost interesting games before because they weren't shared or kept. You can always come back to it when life becomes less stressful.
7
Projects / Re: Project ZeC (My Zelda-esque Clone)
Hey, how's progress? This is one of these projects I really like following. :)
8
Sphere General / Re: Proper way of using Sphere?
Really? That's all there is to them? Huh, thought they'd be more complicated than that.

And yeah, I've peeked into the Discord. Looks like you guys talk about stuff related to developing the engine that I can barely make sense of.
That's just in the #engine-dev channel, which you could mute. #game-dev is there for game development questions and talk, and #spherical for any Sphere or community related talk at all.

Also, now that I'm actively working on a game, that's at least one person who's not talking about the complex inner mechanics all the time! But yeah, it'd be nice to have more people working on projects there, especially since it makes asking and answering questions so easy. It's very motivating.
9
Sphere General / Re: Proper way of using Sphere?
I've started learning miniSphere more recently, but modules are surprisingly simple:

- Create a new mjs file, put some code in there.
- Prepend the export keyword to whatever functions or classes or variables you want to use in other script files.
- Do an import in those other script files.

Example:

main.mjs
Code: [Select]
import { SomeFunction, SomeClass } from '$/myscript'; //Refers to those functions in myscript.mjs

SomeFunction();
var f = new SomeClass();

myscript.mjs
Code: [Select]
export function SomeFunction() {
  //Regular function code in here
}

export class SomeClass() {
  constructor() {
      //Do class stuff in here or whatever
  }
}

Maybe you could come chat in the Discord chat, it's been very useful to me to get the hang of how things work as Fat Cerberus and Rhuan hang out there all the time. :)
10
Sphere General / Re: Proper way of using Sphere?
Even with old Sphere, the engine was designed to be flexible and work in a "however you want" fashion, more or less. Newer versions of miniSphere add a LOT of convenience for the things everyone kept making their own solutions before in old Sphere.

But really, the basic idea of "lay out things however you like" is still applicable. You're free to define any scripts and load any code in any fashion you like. You don't even need to necessarily use the built in event loop if you don't want to.
11
Engine Development / Re: miniSphere 5.0rc
I've got more free time now and have started diving into miniSphere. I gotta say, the way you set things up it's actually pretty easy to get started, especially with all the useful core libraries and the debugger! Nice work. :smiley_cat:
12
Projects / Re: Project ZeC (My Zelda-esque Clone)
Not that hidden now, is it? ;)
13
Hellos and Byes / Re: Hello all, from a mac user
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.

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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
14
Welcome! It took some effort to get everything back running (new site, new forums, get emails to function again), so I'm glad it means we get the members we would have missed out on otherwise.
15
Projects / Re: Project ZeC (My Zelda-esque Clone)
Hey, at least they no longer cost $415 like the original Xerox mouse. :) But yeah, you better return that crap.