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Messages - Datomas
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Engine Development / Re: neoSphere 5.8.1
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Engine Development / Re: Sphere 5.5.1 (miniSphere)
I don't know if anyone still even uses the forums anymore, but...
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Hellos and Byes / My return
I'm still interested in making something with Sphere, and its ease of use and ability to quickly prototype was always a big positive in my book, and I'm glad to see it's still being worked on and improved. And now I see it's even being built to run on mobile, too?
Over the past year I've gone to a technical school for web development and have gotten caught up with some web technologies, and I feel like my ability to learn and understand has improved in general. A lot of stuff that confused me like asynchronous code and modules, and some of the weirder features of JavaScript I've got a better handle on, and it's nice to come back to Sphere, which uses technologies I'm super familiar with. I'm looking forward to what I can come up with now.
...okay. Now that I got that out of the way, guess I'll just vanish again. See you in three years.
edit: It seems like a lot of the forum hasn't been active in a super long time. This must be an extremely small community. It's kind of sad.
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Sphere General / Re: Proper way of using Sphere?
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Sphere General / Re: Proper way of using Sphere?
And yeah, I've peeked into the Discord. Looks like you guys talk about stuff related to developing the engine that I can barely make sense of.
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Sphere General / Re: Proper way of using Sphere?
Generally with v2 globals are discouraged, run all your code as modules with their own seperate scopes, hand anything you need to share around as parameters.
Yeah, I remember modules throwing me off a while ago when I read about them when they were implemented.
I've been looking at this thread to try and learn more about them, but I'm still not 100% confident I know how to use them properly.
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Sphere General / Proper way of using Sphere?
Or is there a more specific way of doing things the engine is suited for? Blit images and text over images and on and on? Use the map engine if you want, but it's totally not necessary and everything can just be fueled by the JavaScript?
Any particular way recommended to structure data? Just have global variables and objects for game data?
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Sphere Support / Re: No option to use minisphere in editor
Thanks!
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Sphere Support / Re: No option to use minisphere in editor
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Sphere Support / Re: No option to use minisphere in editor
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Sphere Support / [Solved] No option to use minisphere in editor
Going into settings gave no option for locating the mini sphere directory or plugins. Anybody know what's up with this? Am I just missing something really simple?
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Projects / Re: My Junk
I stopped using Sphere around that one big update where the entire codebase started to be changed. All of my stuff was written in the Sphere 1.5 API and I was much too lazy to rewrite everything/re-learn the new API.
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Projects / My Junk
https://1drv.ms/u/s!Ap3no3NteVrJkgyHSKurxZAgT-dC
Notable Junk:
Castle Valor
Basically a Final Fantasy battle system, very barebones and incomplete.
Space - Toggle debug mode
Arrow Keys - Move cursor
Z - Confirm
X - Cancel
Tab - Switch party member
Shift - Hold to see page 2 of status
A/S - Adds/deletes Crysta in debug mode.
Backspace - Toggles Active/Wait battle modes.
Backslash - Pauses/unpauses ATB charging
Open bracket/Closed bracket - Change ATB charge speed in debug mode
Forwardslash - Change debug mode target
Q/W - Add/depelete debug target's HP
Number Keys - Test debug target's animations
Final Fantasy (minishere 4.x)
Looks like EX Gear: Excelsior. Doesn't show up in the Sphere loader because it's a minisphere game.
Notably, this project had a joystick interfacing system I wrote (Controls.js). If you have a joystick plugged in on startup, you should be able to use it to do everything. It even has a variable walk speed when tilting an axis.
Tab - Toggles debug info
C - Bring up menu.
X - Sprint on field. Cancel in menu.
Z - Confirm
Final Fantasy Action Game
Beginnings of an idea for a semi-real time FF game.
Arrow Keys - Move you
WASD - Move enemy
QWERT - Test damage display
X - Toggle "Battle Mode" that actually doesn't do anything.
Space - Make you control the enemy for some inexplicable reason.
EX Gear Battle Demo
Me attempting to make some 3D-looking battle background.
Arrow Keys - Move camera left and right. Up and down snap to far ends.
EX Gear: Excelsior
The field portion of whatever EX Gear was going to be. Press SPACE to get out the menu mockup on startup.
Enter - Bring up shitty menu to see shitty fade.
X - Sprint on field, cancel in menu.
A - Supposed to be a weapon swing but crashes the game.
Lost Piety
Really just a sprite animation test.
Number Keys - Change animation
A - Turn Manual Advance on/off.
Left Arrow - Advances animation one "counter" if Manual Advance is on.
Color RPG
This was the beginnings of a custom battle system but I apparently fudged something up and it keeps getting an error on start.
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Hellos and Byes / Swimmisan's Introduction
I have a few functions that use GetTime() to hold off drawing to the screen for a given amount of time. Strange thing is, if I have extra programs running in the background (Firefox, Skype), it processes the time what seems normally. However, if Sphere is the only thing running, all times set run significantly slower. Anyone know what's up with this? It seems to be a problem with the engine, not my code. Especially odd since it seems like the opposite of what would happen with more programs running.