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Messages - Eggbertx

361
Engine Development / Re: JavaSphere Redux
It looks like it's supposed to do that, but I'm trying to figure out exactly where. Slick2D doesn't expose that, so I'm dumping it.
362
Engine Development / Re: JavaSphere Redux
Well crap, it looks like I'm going to have to cut out a lot of the Slick2D (OpenGL wrapper/game engine) and replace it with straight OpenGL, because it doesn't have the functionality to generate images, needed for things like fonts, maps, character sprites, etc rendering. Bugger.
There's a good chance I'll be cutting that out, and going with another package which is a much thinner wrapper around OpenGL since that appears to be more powerful, and looks like it has the ability to generate graphics.
363
Engine Development / Re: JavaSphere Redux
Well yeah, I know about Linux, and I figured with OS X. If I can figure out how to get Java packaged with it in Windows, that'll be fine, and I don't know about OS X, but Java is way easier to install in Linux than in Windows. Good freaking god, Windows Java default folder setup is completely stupid.
But enough about that nonsense.

Lookie lookie!

Don't worry, the error is a good thing in this case. Although no Sphere specific functions have been worked on yet, the error means the Javascript engine is working perfectly. Not very far, granted, but it's a start. And it's already organized much better than the original JavaSphere.
364
Engine Development / Re: JavaSphere Redux
Does anyone know how Minecraft works without requiring a Java installation on someone's computer?
365
Engine Development / Re: JavaSphere Redux
I'll be focusing on desktop mostly at first, since that would be much easier, but when that's all good, I'll focus more on the Android platform.
366
Engine Development / JavaSphere Redux
So for those of you who remember the original JavaSphere engine attempt, the main reason it failed was because Oracle (for the most part) seems to have driven the concept of Java applets into the ground. Way to go, jerks. That being said, I've been thinking about bringing it back, since Java is very cross platform and runs on almost every OS under the sun, without too many hoops of fire.
I don't know if I still have what little code I had written for it still, but even if I do, I'll probably end up trashing it anyway, since I was a horrible coder, and have at least slightly improved. This  time, I'll focus on having it run directly on the user's computer, making things much easier (think Minecraft)
Another goal for it will be for it to be as compatible as possible with the different versions, from Sphere 1.x to all of the forks and offshoots
Eventually when I figure out how and most of it is stable, I'd like to add Android support as well, since as far as I know, you can write straight Java code for apps.


So what do you guys think? I saw the HTML5 project, but that looks like it's going nowhere fast.
367
But why should you need that? Why aren't there any implementations that run in pure SDL + OpenGL for hardware acceleration or something like that? I've been looking into restarting JavaSphere, but ditching applets, since Oracle has seen to it that those are utter crap now. I'd just go the Minecraft way and have it run as its own offline program.

Also, between SDL_audio and SDL_mixer, you should have all of the audio functionality and compatibility you'll ever need. Plus there's SDL_gfx, though I'm not entirely sure what that's for.
368
Engine Development / Actual "cross platform" engines
I've seen engines around here claiming to be cross platform, but they require MSVC++ library, something that is obviously only on Windows. Is there any engine (newer than 1.5) that actually does run on Linux without WINE and is semi feature complete? WINE is ok, but I'd prefer to run it native, if possible.
369
Projects / Re: Sphere-based eat 'em up engine

Eggbert, that's a neat idea! Though I will caution, engines like these need to be easy to use and extensible in very user-friendly ways. I myself may have programmed in JS for years, but I learnt it wrong, all wrong.

Of course. My goal is to make it portable, compatible with elements from different engines, not just the Simpson's, but at the same time, fairly easy to use. And what do you mean you learned it wrong?

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JavaScript is a wily language. I'd read up on it's plentiful Design Patterns since they may use JS syntax unlike you've seen it before.

Yeah. I can't find it, but I remember reading an article about all of the weird conventions that it can do, like inconsistent adding of strings and integers, and other silly things.

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I should also say that, uniquely, we are at a position in which you don't need to use the default Map Engine anymore. If you can code the game outside of it, then the better it may turn out to be (and the more 'portable' it becomes).

The reason I'm using the map engine is because it's part of the reason it would make things easy to code in Sphere. It has tiles, sprites, event handling, and other goodies that would be difficult to set up in other things. Why reinvent the wheel when you've already got a fairly good one?

Though one issue I can imagine might come up: Arcade beat 'em up levels can be fairly large, even before transitioning to new ones (like downtown to Discount Graveyard). Is there an easy way to have the engine load a new map without any pauses, jumps or anythin like that, keeping the players and enemies in the same locations?
370
Projects / Sphere-based beat 'em up engine
So I've been thinking of starting a beat 'em up engine in Sphere, with the functionality to write multiple different games with different functionality in it. I'm going to use The Simpsons Arcade, since it has a lot of common features of other arcade beat 'em ups, and some that they don't have, allowing for more options.

A nice thing about it I think it would likely be able to use a lot of Sphere's tools, like the map engine (with some stuff for jumping and jumping collision), collision boxes, and character sprites and different sprite animations, like jumping, attacking, etc

What do you guys think? Do you think this would be a good idea, or feasible given the Sphere map engine (with some extra coded functionality? I'd start by replicating the Simpson's Arcade Game as much as I can, and then working on other games, making sure it's possible for it to be portable and flexible, without it being a SAG clone.


For those of you who haven't played TSAG, it's a fantastic arcade game, one of the best, and is a great standard for what beat 'em ups should be, which is the reason I'm using it for a base.
371
Site Comments / Forum theming
This forum has all of...two themes, both being drab, generic default ones. Does a forum theme competition sound like a good idea, possibly to get some more community involvement?
372
Site Comments / Re: Hello?
I haven't worked with Sphere in a long while, but I've been starting to do stuff in it again, restarting my robotfindskitten game for resubmission, thinking of starting a arcade style beat 'em up engine, and maybe port this 6502 emulator to sphere (It's already in javascript, which should make things not too difficult)
373
Articles / Re: Gamasutra: Fixing Pokemon
Oh I see, that makes sense.
374
We need to go deeper.
375
Articles / Re: Gamasutra: Fixing Pokemon
Why not just create a variable for AI("enemy1") if you're going to be using it a lot, rather than repeatedly call AI("enemy1").method()?