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Messages - Fat Cerberus

1
Engine Development / Re: neoSphere 5.9.2
I'm just glad to see miniSphere still gets some work on it every once and a while.

Yeah, I don't have a lot of motivation to do feature work anymore, now that the engine is feature-complete[1] (I'm primarily motivated by necessity, which makes hobbies hard), but I do try to keep up with fixing bugs that people find.

That said, I'm quite proud of accomplishing the initial goal I set when I started working on neoSphere which was to make the "true" Sphere 2.0, backwards compatibility and all.  I probably went above and beyond on that, to a fault even - in that the v1 and v2 APIs aren't mutually exclusive and it's completely possible to mix them in the same codebase.
This even extends to Oozaru, as despite technically not being feature-complete yet, enough is implemented to run Specs so it might as well be...
2
Engine Development / Re: neoSphere 5.9.1
if anyone's wondering why the 5.9.1 release is missing the eaty pigs I promised it's because of an unexpected pig shortage... basically what happened is at the last minute all the pigs ate each other before I could get the release out.  on the plus side there were literally hundreds of pigs and someone apparently slipped them Red Bull so it was really, really funny to watch[1]
3
Engine Development / Re: neoSphere 5.9.0
the next release will add a bunch of eaty pigs that eat all your code after you write it so maybe be prepared for that

also the pigs will increase the size of the download by approximately 812pB[1]because pigs are super morbidly obese and also fat
1 pigabyte = *MUNCH*
4
Engine Development / Re: neoSphere 5.8.0
5.8.0 is out, adding static functions for directly constructing basic transforms, e.g. Transform.scale(2.0, 2.0) returns a 2x scaling matrix, skipping the new Transform() step.
5
Engine Development / Re: Oozaru 0.4.2: Sphere for the Web
Just released 0.4.2 which removes the requirement to use Chrome.  The engine will now run in Firefox and Safari as well.
6
Engine Development / Re: Oozaru 0.4.0: Sphere for the Web
The first official beta release of Oozaru is finally out: version 0.4.0!
https://github.com/spheredev/oozaru/releases/tag/v0.4.0

To make it as easy as possible to dive in, Sphere Studio 2.2.0 was also just released and supports testing games in Oozaru locally.  Just unzip the Oozaru distribution to a folder of your choice and point the IDE at it and you're good to go!
https://github.com/spheredev/sphere-studio/releases/tag/v2.2.0
7
Engine Development / Re: neoSphere 5.7.0
8
Engine Development / Re: neoSphere 5.6.4 (with Cell, SSj)
Unless you somehow managed to disable all the plugins, the map editor, etc. should be there, you just have to click New -> Map, etc.  If you open an existing Sphere 1.x project with it you can also edit the maps, spritesets, etc. that are there (that's what the project tree is for).

I don't recommend using the old editor if you want to take advantage of the new API in neoSphere, but for what it's worth I am actively working on improving the user experience in Sphere Studio, there are admittedly some rough edges and I'd like to make things more seamless.
9
For anyone who still cares: Sphere 5.6.2 is available for both Windows and macOS.
10
The rebranding of miniSphere to Sphere is now fully complete! https://github.com/fatcerberus/sphere

The engine itself has also been renamed, to neoSphere.  But unlike with miniSphere, that name no longer takes center stage: It's simply the name of the engine implementation, to differentiate it from other implementations of the Sphere API such as Oozaru.
11
Engine Development / Re: Sphere 5.5.2 (miniSphere)
I'm currently working on TypeScript integration for Sphere 5.6. This will make it so cell init creates a TS-enabled project. Initial experiments are going well, though there remain some kinks to work out. It doesn't seem like it will be too painful though, and most of the work was already done with my earlier ts-sphere project. The goal is to get it to behave as much like native tsc as possible, without the need to install Node.js or npm first. Just a tsc() call in your Cellscript.
12
Engine Development / Re: Oozaru: Sphere for the Web
It uses WebGL, performance seems pretty close to desktop Sphere as far as I can tell.  I had a perf issue a while back where it was really slow on Apple platforms, it turned out it just didn't like me reusing VBOs for Shape.drawImmediate(), even when they were created with the dynamic flag.  It ended up being way faster just to throw away the vertex buffer and create a new one next time.  But otherwise, there are no performance issues that I can see, and even that issue has since been fixed.

There are a few undocumented hoops you have to jump through in order to ensure your code runs as-is in both miniSphere and Oozaru, mainly having to do with module import conventions (they won't be undocumented for much longer, and I'm planning to add a compatibility mode to enforce them), but as long as you don't touch the Sphere v1 API, as long as your game runs on the desktop it should run fine on the Web too. That was, after all, my main goal for Oozaru.  ;)
13
Engine Development / Re: Oozaru: Sphere for the Web
Here's the above demo, now available directly on the SphereDev website:
https://oozaru.spheredev.org/
14
Engine Development / Re: Sphere 5.5.1 (miniSphere)
Just thought I'd give a quick heads up, there's an effort underway to make Oozaru a first-class member of the Sphere toolkit. In a future version the plan is that you will continue to be able to test your game on miniSphere with full debugging support etc., but the final distribution target will be fully Oozaru-ready.
15
Engine Development / Re: Sphere 5.5.1 (miniSphere)
The next big feature I want to work on is Oozaru integration. Not sure how that's going to go yet, but the basic idea is to do something where Cell can include a copy of Oozaru with the compiled project. Then you just need to find a place to host it and you're good to go.