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21
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
That gives me PTSD flashbacks of going around the entire world in circles for hours at a time trying to find Level 7 as a kid.  It took me years to actually find it.  How was I supposed to guess I had to use the whistle for a purpose that wasn't even hinted at before?

I think I got stuck inside the dungeon for a few months too...
22
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Player uses whistle...

Dungeon Level is now accessible. Note: Not Level 7.

Edit: I redid this slightly so there is a smoother transition between the pond draining and the stairs appearing.
23
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Attempting to design a function to make a pond drain when the player uses the whistle.
24
Projects / Re: mp3 SoundStream demo: mp3 playback in JS!
Last post by Fat Cerberus -
I updated the demo with code changes to support to most recent beta (5.0b2).
25
Engine Development / Re: miniSphere 5.0b2 (stable: 4.8.8)
Last post by Fat Cerberus -
miniSphere 5.0b2 and 4.8.8 are up.  Unlike the first beta, 5.0b2 has breaking API changes, so be sure to read the documentation to get up to speed.
26
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
It seems very useful and in future projects, I'm going to included it into those. For ZeC, with so many maps already created, it would be very time consuming to try to re-edit everything to include persist.js. I may attempt to though, I'm not sure yet.
27
Engine Development / Re: miniSphere 5.0b1 (stable: 4.8.7)
Last post by Fat Cerberus -
Since ES6 modules will be natively supported in miniSphere 5.0, I'm going to deprecate require().  It will remain available for legacy compatibility with modules written for Node, but is otherwise no longer recommended for use in Sphere code.  import and export are much more elegant and will be the preferred mechanism for linking together scripts going forward.

Speaking of legacy compatibility, I recently added a new API, FS.evaluateScript(), which allows loading old-fashioned JS scripts.  I realized I was using RequireScript() a lot to load stuff like Aurora.js, which is awkward in an otherwise fully Sphere v2 codebase especially since all the v1 functions are technically deprecated... ;)
28
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
I've been reading about persist.js on the wiki

Quote
4. For each some_map.rmp, make a new script file scripts/maps/some_map.js

My understanding of that is, I would have to make some_map.js for every map I have already created. That would also mean that the individual map rmp file would effectively be codeless. Then I would be able to have different variables on a per map basis, like enemies or items or what not. In the process, reducing the number of global variables needing to be created. Is that correct? or am I misunderstanding how persist.js functions?

Nope, that's exactly how it works.  Note though that in browser-style scripts (what Sphere 1.x uses) any `vars` at the top of a script (outside of a function) become global by default.  The main advantage of persist.js is that all your map code is in actual .js files, allowing you to search for code more easily later.
29
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
I've been reading about persist.js on the wiki

Quote
4. For each some_map.rmp, make a new script file scripts/maps/some_map.js

My understanding of that is, I would have to make some_map.js for every map I have already created. That would also mean that the individual map rmp file would effectively be codeless. Then I would be able to have different variables on a per map basis, like enemies or items or what not. In the process, reducing the number of global variables needing to be created. Is that correct? or am I misunderstanding how persist.js functions?
30
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
The main Triforce levels so far:

Note: Item rooms & Passageways not shown