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Messages - FBnil

31
Resources / Re: Some Fonts for Sphere
@FJ: I like the Selawik, very useful proportional font. The SGI looks unfinished, what are those weird things before chr 32? Still, good font too.
32
Sphere General / Re: Future of Sphere: Physics engine?
I think you would need a new object type to hold all the information. If not, at least a matrix, or use something to handle them in JS? for example:  http://glmatrix.net/
Or, in Sphere classic style, you would get so many new functions like .rotateXYZ(pivot_point, X_degrees,Y_degrees,Z_degrees) but then, to simpify, also .rotateX(), not to mention .zoom(), .translate() etc. Once you get to collissions, you will need either the vertices of an image, "mass" of the image, and then do something with the data you get back, like rotate the image because the collision gave it spin. Maybe I am the one looking wrongly at the problem at hand, but it seems to me the physics engine will do a small part, not a big part like automatically change the x,y of an image (of a spriteset), and then in javascript you would have to define if the spriteset is allowed to be rotated... what I am trying to say: how much is inside the user interface javascript, and how much would be handled inside C.
Things can be simplified by only allowing vector polygons, and then use a poligon of 4 points, for which we get the 4 coordinates back in JS and draw the image each time (where we can either get the spriteset image, or a font image, etc). But this method would require a way to, say, create a best-fit poligon out of an image with a circle (kind of like an image mask).....

I'm going to stop now, my head hurts when I try to apply ragdoll physics to a sprite... would be cool though, the rectangular sprite bending like a C when punched in the gut. Automatic pixel-perfect edge detection...
33
Off-Topic Discussions / Re: I wrote a lexer generator
@FJ: Being a Perl fanatic, regexps are hammer for every nail I see. However, the maxim of Perl is https://en.wikipedia.org/wiki/There%27s_more_than_one_way_to_do_it. And there is nothing wrong with that. In fact, remember OOP fad, it solved some problems; that was then, now with ARM and less CPU power, OOP is slow(er), and so the decisions are not clear-cut. Take the latest accelerated JIT JS... versus ductape that uses a minimal amount of ram... very good for embedded and portable devices that do not want to extra memory and empty your battery within the hour.
(which, as soon as I learn to add libraries to ARM/Debian, and crosscompilation, I'll try to run on OpenPandora)
34
Engine Development / Re: TurboSphere
Note that you now have to compete with http://div-arena.co.uk/ and https://love2d.org/
they support many platforms to reach a high amount of users.

Also about the deep-programming thing: Someone will write a library eventually that just plays a sound, when I want it, without me having to worry about the buffering. But it is nice to know that you can, say, delay and dim the left channel to have a sound swooshing from the right...

BTW, have you seen this? The commodore 64 impossible mission in a browser: http://impossible-mission.krissz.hu/
35
Game Development / Re: Rouge Rogue Rabbit Puncher
downloaded the game. Will have a go at it later. Thanks.
36
Engine Development / Re: minisphere 2.1.6
http://www.drdobbs.com/cpp/building-your-own-plugin-framework-part/204202899

I like DrDobbs magazine for the conceptual things it contains. Just relax, sit down in non-programming mode, and read it. Around page 3/4 it goes into code... maybe it gives you an idea on how to start the API.
37


I've also considered making multiple identical-looking tiles, one for each Zone, and have the message display based on that. That's more labor-intensive for only slightly less of a hacked-together mess.

This is what I'd say is the standard solution for Sphere. I'd check the tile names as the player moves around and then do things based on which tile you are on.

I would do it like this: Create the map as you see fit, then add a new transparant top-layer.
Create some coloured tiles, THEN, start drawing on that toplayer each zone a color. One with green, and another zone with red, etc. This way, you can easily see what part of the map is in which zone.
Now make the toplayer invisible. Done.

Once in-game, you need to know which zone you are in, take the position X and Y of your player, divide by the tilesize to get the tile number. If your tiles are 16 pixels, the fastest way is GetPersonTileX=GetPersonX()/16 or the faster  GetPersonTileX=GetPersonX()>>4, then myzone=GetTile(GetPersonTileX, GetPersonTileY, toplayer). Where toplayer is calculated each time you enter a new map:  toplayer=GetNumLayers(). myzone has a the index number of the tile and will change when you walk into another zone.

edit: Added demo for that.

Note2: You can ALSO name tiles, so each colored tile can immediately have the name of the zone with GetTileName().

In fact some games use this, like, all tiles made out of water are named "water", when in water (i.e. in the same layer the person is in), the spriteset of the character is swimming. This is easier than having triggers determining if we are going into or out of the water and having bugs where you can walk over water (because you can always forget it somewhere).
If you can get into the water... you are swimming. And if you are walking over a tile that is "high grass", your feet are in grass.

edit2: removed attachment. See next post for the updated version.
38
Off-Topic Discussions / Re: A plea for help
@radnen: Steady job too. To be honest, to balance work, kids and house... requires full time. I can do forums, but that is sleeptime I use.
My skillsets now include being able to sing all "frozen" sons. And I need more Unix admin skills, because that is rusty at the moment. Sigh... back to the books again.
39
Merry X-mas to you too Nikoomba. (And of course, all members of the forum)
That looks like a puzzle game... after RPG's my favourites... do you control the positioning of the worlds, or the connections, or the circles?
40
Hellos and Byes / Re: Yo
I remember you too. How is life? Great to see Sphere was (real-world useful as) a steppingstone for you. If you spare some time, hang around the forums.
41
Hellos and Byes / Re: So, Sphere is a thing, yeah?
Hi Kyosho welcome to the forums.
Why not try http://kefkasrevenge.tengudev.com/ it has a full game and shows off lots of things. (not sure if it works beyond Windows XP, but should work on wine at least)
The lastest thing is minisphere, it compiles under windows and linux.

Sphere has been around and some users were torn between verge and sphere or did both.
Before js.node, you could run javascript tests on it, without having to install a websphere or other large framework (of course, you could compile a spidermonkey, but Sphere also provided IO, opening files, saving logs, etc)
42
Off-Topic Discussions / Re: Anyone here play Undertale?
looks nice. If only I had time...
43
Engine Development / Re: minisphere 2.1.0
You say that... but I still get updates on the git pull.
Pretty impressive so far.
Found some time to play Blackfoot. Very nice block-pushing puzzle game.
44
Engine Development / Re: minisphere 1.4.7
Sorry, did not read on time. I updated to today and it does not crash anymore. Do you need me to go back in time to compile that version again?
45
Date:   Wed Jul 8 14:26:40 2015 -0400
Does not run (immediate coredump) on Linux