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Topics - Rukiri

1
Projects / Project Zelda [MiniSphere 5 Beta]
Project Zelda
Engine: miniSphere  ||  Dev: Rukiri || Anyone can chip in :)
Spoiler (click to show/hide)
Will update with screenshots hopefully soon :)
2
Arts / Dragon Ball HS Resource Thread





Will continuously update this topic
3
http://www.rpgmakerweb.com/products/programs/rpg-maker-mv

You should be able to import external libraries to a certain degree, so you probably can use tiled to create your maps instead of the built in editor.
Tile Size was bumped from 32x32 to 48x48, but there's a plugin that will allow you to use 32x32 or 16x16 tile resources.

It also uses javascript, no word on which implementation though but a good guess is ECMAScript 5. 

It also has Mobile (iOS and Android) and Mac support as well as Windows! No Linux sadly even as a target... but there is a html5 target though.
4
Sphere General / Where should Sphere compete?
"I will be using turbo-sphere for all intents and purposes for this topic, thank you!"

Sphere is a nice toolkit, for basic 2D games and limited in the department of effects that can be done so competing against current versions of Game Maker, or RPG Maker is silly (for effects and gfx) but the core of the game should always be doable on any system so let's focus on that.

Sphere is ancient, turbosphere is using Google v8 which I have yet to look over as I thought of writing a javascript extension for game maker (I'm beginning to like js) and improves on the current api, I did manage replicate mode7 across the board wit 2D engines using the formula that's on Wikipedia and performance is doable but I'm using static images not data from map files, tried taking a screenshot of the map every 2-3 frames impacted performance on sphere heavily.. but barely impacted on Unity and Game Maker studio (I've hated GML for awhile now but man, for snes console rpgs it's perfect for that task).

I've also tried particles in sphere and at the end of the day kinda gave up because performance is horrible...   I really think sphere needs a brand new base not just forking the project and a modern UI (dark gray is perfect as I work on games at night as I have a life... not. I just can't work under the sun).

I really think OpenGL + SFML would be a nice start and a breath of fresh air and implementing the current api into a modern engine should be cleaner as my jaw pretty much dropped to the floor after looking at the source (not a good thing).
5
Hellos and Byes / I'm Here
I was eventually bound to show up sooner or later, so whatsup?  Anything new towards Sphere 2.0?