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Messages - Fat Cerberus
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Engine Development / Re: neoSphere 5.9.3
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Engine Development / Re: neoSphere 5.9.3
and it's not even an important release anyway
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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.
1 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...↵
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Engine Development / Re: neoSphere 5.9.1
1 but not nearly as funny as the farmer who sucked up several pigs with a straw and then exploded↵
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Engine Development / Re: neoSphere 5.9.0
also the pigs will increase the size of the download by approximately 812pB[1]because pigs are super morbidly obese and also fat
1 1 pigabyte = *MUNCH*↵
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Engine Development / Re: neoSphere 5.8.0
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Engine Development / Re: Oozaru 0.4.2: Sphere for the Web
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Engine Development / Re: Oozaru 0.4.0: Sphere for the Web
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
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Engine Development / Re: neoSphere 5.7.0
https://github.com/spheredev/neosphere/releases/tag/v5.7.0
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Engine Development / Re: neoSphere 5.6.4 (with Cell, SSj)
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.
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Engine Development / Re: Sphere 5.6.2 (neoSphere, Cell, SSj)
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Engine Development / Re: Sphere 5.5.2 (previously miniSphere)
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.
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Engine Development / Re: Sphere 5.5.2 (miniSphere)
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Engine Development / Re: Oozaru: Sphere for the Web
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.