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91
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Eggbertx -
This makes me wish HTML5/Canvas was a more feasible option back when I was working on JavaSphere. If that had been the case, I wouldn't have even bothered with Java. I'm very happy to see that things are starting to come along well with Oozaru, and that miniSphere will finally be getting a proper platform-independent option. When it's more stable, it would be pretty cool to see it uploaded to the server to directly showcase miniSphere instead of pictures alone.
Now if only they would add (better) support for Android to ChakraCore...
92
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Fat Cerberus -
So after having left this project to languish for a year and almost giving up on it entirely, I picked it back up about two weeks ago and started hacking away... and now it can run the kh2Bar demo!

It currently requires an up-to-date version of Chrome or Safari but this serves as a very nice proof of concept.  The entire Galileo API is implemented (I think), the Keyboard API somewhat works, and it even reads the data from
game.json.

If anyone wants to test it out you'll need to checkout the Git repo and set up a local web server; I'll see about posting it online eventually.

https://github.com/fatcerberus/oozaru
93
Engine Development / Re: miniSphere 5.3 beta 1 (stable: 5.2.13)
Last post by Fat Cerberus -
The first beta of miniSphere 5.3 is out, bringing some new APIs and several useful features, including cell init for initializing a new, working project directly from the command-line (no Sphere Studio required!).  More will be coming, but this seemed like a good point to push out a beta to hopefully get some field testing in on the new features, especially cell init.
94
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
I didn't even know about that until yesterday, when I was looking for an easier way to record games than with ffmpeg. I read about the game bar and saw the shortcut I mentioned in my post. I decided to try and see if it worked without opening the game bar first, and it did.
95
Game Development / Re: The Screenshot Thread
Last post by Fat Cerberus -
Huh, I didn't know there was a shortcut key for that.  I usually just press Win+G and look for the Record button.  That's a good wisdom! :dog2:
96
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
By the way, if you're in Windows 10 and want to record a game/window, press Win+Alt+R to start recording. Then when you're done, press Win+Alt+R again to finish recording. I just converted the video to webm with ffmpeg because I thought it would expand the video inline like it did with the GIF file I uploaded earlier.
97
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
Weird, I could've sworn I posted an updated screenshot of my Chip's Challenge clone...anyway, it fully loads and parses the binary .DAT file and accurately (mostly) draws levels to the screen. You can move around and it handles basic collision, but not much else (yet). I replaced the UI background and the time font with my own, and eventually I'll either replace the sprites and tiles with my own or use the sprites and tiles from Tile World to avoid copyright issues.
98
Projects / Re: OFF: Puppetmaster
Last post by Fat Cerberus -
Word to the wise: Do not attempt to fight off a giant eaty pig with a broomstick.  The broom will get eaten along with everything in a hundred-mile radius, which naturally includes you (unless you happen to have a broom that's over 100 miles long).

In less pig-eaty news, OFF is coming along slowly but steadily.  The first conversation with the Judge is implemented; next up I need to implement the first few puzzles and eventually the tutorial battle with the Judge.

It's so much easier to make a game when I can use pre-made assets and in general can use the original game as a template.  I just keep RPG Maker 2003 open and cross-reference it when coding the cutscenes. :)

I might post screenshots later.
99
Sphere General / Future of Sphere: Nomenclature in 2018 and beyond
Last post by N E O -
I have not officially returned to these boards just yet, but I wanted to pop in here and, spurred on by discussion on the Spherical Discord, clarify some information regarding referring to Sphere and its associated projects conversationally and officially.

  • While Sphere and its official website was originally hosted on SourceForge (which still contains the original code history and a more or less frozen version of the original website), the code itself and the code of various Sphere-related projects is now most currently up to date on GitHub under the "sphere-group" organization and repositories of various members of that group, and Spherical is the official website for Sphere, its related projects, and its community.
  • The current official implementation of the Sphere engine is miniSphere. The classic 1.5/1.6b engine should either be referred to by version number, by Legacy or Sphere Legacy, or by Classic or Sphere Classic, though the "Vanilla" moniker may occasionally be found in references.
  • Ownership of Sphere the engine, Sphere the API, and certain related projects is currently nominally assigned to the "Sphere Group" which consists of certain Sphere-compatible engine devs and certain Sphere game devs and is currently led by me, Alex Rosario, aka Apollolux or NeoLogiX, in order to prevent the stagnation and deprecation that comes with single-person ownership of the projects. Ownership of Sphere as the name of a game engine that uses JavaScript as its scripting language, belongs to Chad Austin unless otherwise noted.
  • Any future game engine projects are welcome to add Sphere-like APIs to it, but the engine will only be considered "Sphere-compatible" if it runs projects written for Sphere 1.5 or higher (either natively or through a translation layer of some sort) and either uses Sphere API-compatible JavaScript or a language that compiles, translates, or otherwise "trans-piles" to Sphere API-compatible JavaScript.

Regarding development history, there have been many people who have been involved in the direct development and testing of the various iterations of the Sphere engine. Many names escape me at the moment, but a good portion of that list can be found within the original editor's code. For historical reference and purposes, Chad Austin (AegisKnight) is the original creator of the thing, Brian Robb (Flikky) was then the most prolific developer of it and its updates along with a handful of other developers, and eventually after changing hands multiple times the overarching project as a whole is now currently maintained by me, Alex Rosario. Bruce Pascoe (Fat Cerberus) is the creator and lead developer of the current official Sphere implementation, miniSphere. Any nominal credits beyond the aforementioned would likely require some better research.

There may be separate posts or docs outlining terms beyond the above, such as clarifying licensing of engine-related names or commercial usage.
100
Sphere General / Re: What is SFXR?
Last post by N E O -
I'm late to the party here, but yea SFXR is for audio generation. In the future I would certainly like to see more generalized audio generation functions akin to the Web Audio API, but no skin off our backs if Sphere doesn't officially implement it.