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21
    As it's codename may imply, Project Infineon is a procedurally generated dungeon crawler pulling both creative and technical inspiration from games like Spiral Knights, the newest Tekken game, Minecraft, Cube World, and others.

    The goal in mind is to create a game that generates most if not all content, including but not limited to terrain, caves/dungeons, mobs, NPCs, weapons, potions, and other items. It will also be possible to add content packs made by other users that may add additional storylines, new game mechanics, etcetera but I'm still on the fence about how far I want to take the API for that.

    For my own sake, I'm dumping a list of features that I would like to add, as well as features that I need to add. I'll try and update this as development progresses.

    • Stuff to implement:
       
      • 3D rendering library (With ability to color polygons as an alternative to using textures)
      • Sound management library
      • GUI library
      • Code gremlin repellent system
    • Extra ideas to implement:
       
      • "Monika" miniboss (Reference to Doki Doki Literature Club)
      • System for displaying a random character on the main menu
      • Obligatory "Is that a Joe Joe reference?!" (I need to watch Joe Joe's Bizarre Adventure)

    That's about it thus far, I'll update this with some screenshots once I make some progress with the 3D rendering system.
22
I lost most of my old Sphere games and resources when my laptop died (milk +laptop + seizure = spilled milk and a dead laptop), but I remember someone created a rudimentary 3D test game that rendered some cubes with textures from Minecraft, and you could move around the camera.
You could always do it with transformBlit and some maths but it's a bit of a pain.
Sorry about the long delay between responses, between my ADHD and school sometimes I can forget things, like having an account on here.

You definitely can! I'm currently writing a 3D graphics library for a game I'm developing, it's primarily using the Sphere v1.5 functions but once I can learn how to use MiniSphere properly I plan on updating it to the newer engine. I'll share it here on the forums once I have it in an operable state (And have ensured my code isn't a heaping tangle of spaghetti).

It most likely will require defining models within your code at first, but eventually I'm hoping to make it possible to import .obj files and the likes. I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.
23
Libraries / Re: MapEngine for Sphere v2
Last post by DaVince -
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.
24
Projects / Re: Map Engine and Sprite Engine for Sphere v2 - Plan
Last post by Rhuan -
6/10 not enough pigs
Should I make some kind of performance test involving a herd of pigs?
25
Projects / Re: Map Engine and Sprite Engine for Sphere v2 - Plan
Last post by Fat Cerberus -
6/10 not enough pigs
26
Projects / Re: Map Engine and Sprite Engine for Sphere v2 - Plan
Last post by DaVince -
I've been using the map engine already and it's solid, fast and has a nice feature set! Good job on this, Rhuan. :)
27
Projects / Re: Map Engine and Sprite Engine for Sphere v2 - Plan
Last post by Rhuan -
This has moved from a project to a usable library now I think, new topic:
http://forums.spheredev.org/index.php/topic,1529.msg11018.html#new
28
Libraries / MapEngine for Sphere v2
Last post by Rhuan -
This is still an alpha version I suppose but really needs some usage so I can know what else to do with it.

Feels good enough to share as a release of sorts now rather than just a project.

https://github.com/rhuanjl/SphereLibs

See the "Map Engine tutorial.md" file for a fairly brief getting started tutorial - it's a lot of files to put in your project but should hopefully be simple to use once in place.

Any questions let me know.

Note: this requires miniSphere version 5.0 (or later) it will not run with earlier versions and certainly won't run with Sphere 1.5.
29
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Rhuan -
The zip file is too large to post in the forum.
Upload it with drop box or sendfile or something OR maybe make a github repository for it?
30
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
The zip file is too large to post in the forum.