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Messages - Radnen

31
Engine Development / Re: miniSphere 4.5.11
Fat Cerberus, have you thought about putting "dead zones" between sprites on the atlas? If you add a 1px or 2px transparent gap, the artifacting should go away. It helped the atlases in my SSFML build, for instance.
32
Site Comments / Re: Improving the wiki
I don't think PHP 5 is the culprit for a 3 to 5 second slowdown. Even if PHP 7 was twice as fast, something else has to be responsible for even an extra second of wait time. I think it's one of the extensions, possibly one to do with spam control?
33
Editor Development / Re: The Sphere Studio v1.2.1
Yeah, I agree. Imitating the VS start page would be great to have. +1
34
This looks pretty good to me! I guess it's like a gamer's version of slack.
35
I prefer the black with white outline, aka left side of updated pic. Looking good, tho. Color me interested!
36
I modularize everything as much as I can. A separate file for healthbars, stats, attacks, etc.

At the end of the day, battle systems are going to be huge, there's not a lot you can do to minimize that. However, with the right mix of modules, many complicated bits can be made less confusing. At the end of the day, it's all about the cyclomatic complexity. Generally, the "flatter" your code, the better (usage of less nested scopes).
37

it feels almost like a different programming language.


Later RM's used the Ruby programming language, but the latest RM is now using JavaScript, so actually learning Sphere's JS would in fact help you out if you do decide to return to RM someday down the line. :) That said, I don't think RM2K had any programming besides logic statements in the action/event editor which is in fact a form of programming and a feature I would have liked to build into the editor someday (basically it turns RM2K style events from a point-and-click editor into Fat Cerberus's scenario.js scripts).
38
Script Support / Re: Surface Questions

He's using the Sphere v2 API (note the new Surface(...)).  Surfaces have no built-in primitives in Sphere v2, you're meant to use Galileo (i.e. Shape objects).  See:
https://github.com/fatcerberus/minisphere/blob/v4.5.4/docs/sphere2-api.txt#L913-L938


Oh damn, lol I'm becoming and old fogy in the community. lol
39
Script Support / Re: Surface Questions
To draw on surfaces you need to use the surface API:

Code: (javascript) [Select]

object.image.drawText(x, y, text);
object.image.drawImage(x, y, image); // not too sure on this one


But what are you trying to do? Is this for a menu or for an on-screen hud? I've never used surfaces to draw many things on to unless I'm pre-processing images into one image to draw, but rarely do I do that.
40
Hellos and Byes / Re: Back Again; Figuring Life Out
Oh my, I feel so sorry for you! I'm glad you have pulled through though. Creating games can be a positive outlet!

I'll see you around! Welcome back! :)
41
Site Comments / Re: New front page in development
Not bad. It fits the white, simple theme of the sphere forums.
42
I found this tutorial to be rather good:
https://www.raywenderlich.com/4946/introduction-to-a-pathfinding

You can even look through my code to see how it is done. I added a binary heap to sort nodes faster. This one can be a bit complicated to understand but it follows the logic in that tutorial above. This pathfinder was fast enough to run more than twenty enemies charging at the player in a small action game me and a few others did called Cellar Rush.

Edit:
For info on more of a video-game approach including different heuristic patterns, this is a good article too:
http://www.redblobgames.com/pathfinding/a-star/introduction.html
43
Hellos and Byes / Re: I have returned...
Hi Rhuan - I remember you! ;) (I also went by the name FEEK back in those days... Ah the old days...)

Welcome back to the community! You were one of the top posters, so it's great to see you here again.
44
Hellos and Byes / Re: hey pple
Hello Scojin! Welcome to the community! :)
45
Engine Development / Re: Sphere 1.x error behavior
Oh man this has messed me up many times. Many resource and other functions do indeed quit without throwing an error. I've wrapped my game in a try catch block to catch anything, but many times it just fails flat.