I never thought it would be an issue since I expected games to always use the named constants, but didn't account for the possibility of keys being saved out to a file...
Radnen, you'll be happy to know I just got Blockman to run in minisphere. There do appear to be a few glitches, though--such as persons occasionally "jumping" from one place to another during cutscenes instead of moving smoothly, and some camera jerkiness. Not sure what's causing that.
However, there's unfortunately one thing that prevents it from being fully playable: FollowPerson is not implemented. I've been putting that off forever... I knew it would come back to bite me eventually.
Quote from: Lord English on April 06, 2015, 12:34:11 amRadnen, you'll be happy to know I just got Blockman to run in minisphere. There do appear to be a few glitches, though--such as persons occasionally "jumping" from one place to another during cutscenes instead of moving smoothly, and some camera jerkiness. Not sure what's causing that.Don't worry, happens in Sphere too!
Well, that was a hell of a ride. 1.0.5 is done. This release represents a huge chunk of maintenance and fixes about 7 different bugs. Most of them were pretty minor in the grand scheme of things, but they were enough to prevent a lot of games from running, so fixing them is important.
@DaVince: Could you have your friend try minisphere on Vista again, this time with 1.0.5? I'm pretty sure the Win7+ requirement is gone, but I don't currently have access to a Vista or XP machine to know for sure. Also: Sir Boingers now (mostly) works. It tends to error out on death/damage though, due to the stricter type checking in minisphere (this is mentioned in the readme). With a few edits to the game itself, it should now run flawlessly. Awesome game, by the way.
Also, I couldn't help but notice that the error displayed was simply "not boolean" - it didn't tell me what variable exactly it was having trouble with. While that was no issue whatsoever for my simple code, imagine it happening on a more complex line.
static duk_ret_tjs_SetPersonVisible(duk_context* ctx){ const char* name = duk_require_string(ctx, 0); bool is_visible = duk_require_boolean(ctx, 1); person_t* person; if ((person = find_person(name)) == NULL) duk_error_ni(ctx, -1, DUK_ERR_REFERENCE_ERROR, "SetPersonVisible(): Person '%s' doesn't exist", name); person->is_visible = is_visible; return 0;}
I really love the fact that all you really need to distribute a game is the engine binary, startup and system folder, by the way. So much cleaner.
"m",