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Messages - Radnen
16
Since QSI won't have a source editor, I'm going to work on a Visual Studio Code extension for miniSphere API completion/documentation and possibly for interfacing with SSj.
I like this Visual Studio Code idea!
17
We apparently lost our favicon, too. I was looking at my bookmarks and couldn't immediately see the Spherical icon.
18
I actually just fixed that with Surface.Screen. I installed the engine and editor with the installer and I indeed see 5.1.0 in the about config.
Anyways, I'm going to try and see what I can do with the new API. Things are much different. Better, but different so, I'll have to learn a few things.
Anyways, I'm going to try and see what I can do with the new API. Things are much different. Better, but different so, I'll have to learn a few things.
19
So, I download a fresh, clean copy of MiniSphere 5.1.0 and I run a new, default game in the editor and I get a reference error. It says 'screen' is not defined.
I'm thinking of maybe creating games again, hahaha. I have a Raspberry Pi and I'd love to see if maybe it's possible to have Sphere games run on it someday.
I'm thinking of maybe creating games again, hahaha. I have a Raspberry Pi and I'd love to see if maybe it's possible to have Sphere games run on it someday.
20
Merry Christmas! What you've done with Sphere in the last year is truly astonishing! Great work!!
22
Great work!! I'll definitely check this out when I get home!
23
Release is still on track for the 31st so get ready, the best miniSphere release yet is almost here!
Nice! Can't wait.
24
That is a better explaination than the wiki. Although, not a fan of a "death" example. I've been trying to figure this out for a little while now. Based on that, any item stored in a map that the player collected would be part of 'world' so the variable can be stored in a save file?
Yes, this is a perfect example of storing things in a save file.
25
Self: The current entity running the script. This applies to scripts that belong to people.
Map: This is the map scope. Writing data into this object is accessible by all entities and methods on that map.
World: This is the world scope. Writing data into this object makes it available to all maps and people. This is great to store quest variables and world reactions. A death of a person on map A can be talked about on map C by writing the variables to that object.
Map: This is the map scope. Writing data into this object is accessible by all entities and methods on that map.
World: This is the world scope. Writing data into this object makes it available to all maps and people. This is great to store quest variables and world reactions. A death of a person on map A can be talked about on map C by writing the variables to that object.
26
Just noticed the mentions section on these new forums. I'm trying to read everything but there's been a lot of talk! Anyways here's some answers for ya'll:
As for Analogue, here is a version I had on github as a gist:
https://gist.github.com/Radnen/5882431
(I would use the gist tags, but the code gets long. The old forums shortened the window, and added a scrollbar.)
As for map transitions in Blockman, I'm uncertain I want to share that code as because I really need to recode that project for Sphere 2.0+ API. I'm waiting for that ChakraCore engine. I use a floating camera too and there are issues with the camera working correctly on Sphere 1.5 API. Basically the map transition scripts are activated when the camera hits past the edges of the map, not the input character. This makes things weird sometimes.
As for Analogue, here is a version I had on github as a gist:
https://gist.github.com/Radnen/5882431
(I would use the gist tags, but the code gets long. The old forums shortened the window, and added a scrollbar.)
As for map transitions in Blockman, I'm uncertain I want to share that code as because I really need to recode that project for Sphere 2.0+ API. I'm waiting for that ChakraCore engine. I use a floating camera too and there are issues with the camera working correctly on Sphere 1.5 API. Basically the map transition scripts are activated when the camera hits past the edges of the map, not the input character. This makes things weird sometimes.
27
Steam integration has been often on my mind. So I'm all in for that idea.
28
I love the look. It's dark theme but not hard on the eyes. There's a softness to it I like. +1
29
I'll admit the plugins were glitchy because at the time it was such a huge undertaking to recreate the massive amount of editors for sphere 1.x development. They never got the polish they deserve. The map editor in particular was recoded 3 times and while I'm happy with the current version for 1.x maps, there's still some stuff I'd love to have cleaned up.
30
It's quite nice! Just gotta get that theme updated. Thanks for your hard work!