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1
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Shops, ProgramersRooms and the first column of the overworld maps are now recoded for persist.js.
2
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
I'm going to attempt to port the project maps to use the persist functionality. At over 400 maps this could take some time. I think the levels will be the most time consuming to port over.
3
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
Also, I can infer that zones and triggers would still be need to coded internally in the map file. Looking through the 1.5 api file(which I started this project with) it does not appear that the zone or triggers can be created externally with coding.

Yeah, the problem with zones and triggers is that they are not named, so there's no provision for them in persist.js.  One of the unfortunate limitations of the classic map engine. :(
4
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
Radnen's analogue.js is newer and fixes a few nagging bugs that persist had, so I would recommend that.
5
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
@Miscreant The persist.js map script syntax is a bit weird, basically the whole file is a big object literal which is eval()'d.  It was done that way as a necessary evil because otherwise, with traditional JS, all the functions in the file would be global.  Putting them into an object which can be eval'd gets around that limitation.

Which version should I be using? The one from the wiki, the one I found posted in the forums or Radnen's analogue?

Also, I can infer that zones and triggers would still be need to coded internally in the map file. Looking through the 1.5 api file(which I started this project with) it does not appear that the zones or triggers can be created externally with coding.
6
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
You have to have a comma after each function definition in the map script (other than the last one), like in the attached.
Added in the commas, the map scripts are functioning.
7
Libraries / Re: box2d-sphere
Last post by Fat Cerberus -
@Eggbertx Have you tried it on the 5.0 beta at all?  Beta 2 is fairly stable, there might be a glitch here and there but it should run pretty well.  For the next beta I should probably have it install in a different location so that people can use 4.8.x and the 5.0 beta side-by-side.
8
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
@Miscreant The persist.js map script syntax is a bit weird, basically the whole file is a big object literal which is eval()'d.  It was done that way as a necessary evil because otherwise, with traditional JS, all the functions in the file would be global.  Putting them into an object which can be eval'd gets around that limitation.
9
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Rhuan -
You have to have a comma after each function definition in the map script (other than the last one), like in the attached.
10
Libraries / Re: box2d-sphere
Last post by Eggbertx -
This is nice! I want to create a platformer in miniSphere eventually, so this would come in mighty useful. :)
That was what I had in mind. I've had an idea for a while now for a game with similar gameplay to Abuse, using this.

Nice!  miniSphere 5.0 will make this kind of thing more practical too, thanks to Chakra's blazing-fast performance.
I figured that was the case. It runs decently with Duktape, but I'm definitely looking forward to ChakraCore.
I spotted that SSj Blue badge in your screenshot.  I imagine you might have leaned on the debugger a lot while developing something like this! ;)
Actually, I was just frustrated with OBS, so I just pressed F5. I do usually make decent use of SSJ, but I haven't used it much with box2d-sphere.