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Engine Development / Re: minisphere 4.2.2
I guess JS-ers were expected to use Math.pow all the time?

Also, is anyone here familiar with creating a port/pkg on FreeBSD? Once I get minisphere compiled properly on it I'd like to see how far we can take that, though admittedly we'd probably have to nudge Allegro into updating their BSD port to 5.2.x to cover our bases.
Engine Development / Re: Sphere/MiniSphere on FreeBSD?
Update: I added `-I/path/to/allegro/include` to every compilation line in the Makefile since that's why allegro5/allegro.h wasn't being found and get errors. I'm not on that laptop at the moment so I can't yet add the actual error message here, but I'll edit it in when I turn it on.
Editor Development / Re: Radnen's Sphere Studio v1.2.1
I'm now interested in seeing this on BSD as well! There seem to be mono and gtk-sharp ports available, so feasibility++ ?
Engine Development / Re: Sphere/MiniSphere on FreeBSD?
On freshports 'devel/allegro' AND pkg 'allegro' is 4.4.2_5, while 'devel/allegro-devel' / 'allegro-devel' is 5.0.9_whatever. I'm gonna try to build against the 5.0.9 and see what happens.

Update #1: I'm trying to build allegro from scratch and CMake is complaining that libXcursor isn't found (more specifically, that the function XcursorImageCreate is not found), even though OctoPkg is clearly telling me I have version 1.1.14_3 and /usr/local/lib/ and .a clearly exist. Fk building from scratch, I'm gonna try 5.0.9.

Update #2: Compiling minisphere is complaining that for every #include <allegro5/allegro.h> line allegro.h is not found. Short of manually editing every single instance to point to the correct allegro.h, how can I solve this? Can I just symlink the existing allegro-devel headers to the appropriate location to make it work?
Off-Topic Discussions / Gaming on FreeBSD?
I'm looking for some non-Steam games to put on my FreeBSD installation. Anyone here have any recommendations?
Engine Development / Sphere/MiniSphere on FreeBSD?
I just got FreeBSD 10.3 working on my Lenovo Thinkpad via GhostBSD+Mate installer. Please refresh my memory on what I'll need to get (Mini)Sphere compiled and running on this thing besides Allegro (which I'm getting via OctoPkg/`pkg install ...`), thanks!

I'll also try to update my personal MacBook Air build of MiniSphere to 4.2.0 this weekend. I'm a couple of weeks into my final full-time semester at college, so please forgive me for any delays in my response due to being busy.

edit: Turns out the allegro-devel is 5.0.9_4, so I'll probably have to build that from scratch too. +neo
Engine Development / Re: minisphere 4.1.1
Re DUMB - are you using kode54's updated fork of DUMB as the base?
Engine Development / Re: minisphere 3.3.0
Persons were associated with their initial containing maps unless they were set to persist_on_destroy_map, e.g. CreatePerson's last parameter. For v1 behavior keep it like this, but feel free to choose to keep entities independent of maps in the v2 redesign.
Hellos and Byes / Re: A temporary absence for me
Went to the Apple Store and got it looked at. It was an SMC issue and was solvable without spending money. Safari is running slow as molasses though, so surfing the forums is still a chore.
Engine Development / Re: minisphere 3.3.0
I can't believe I just put together that the screen is basically another surface. Internally is that how you treat drawing?
I've always found it interesting how SetClippingRect was persistent but FlipScreen wasn't, even after I learned about the paradigm of screen buffering and flipping. I'm also on the fence about changing the expected persistence behavior.
Hellos and Byes / A temporary absence for me
My MacBook Air decided it no longer wants to power on for me. I'm taking it to the Apple store tomorrow to see if the Genius Bar can actually do something about it, but I'm less than hopeful it will be resolved that soon. I'd look at it myself but I don't have access to a small 5-pointed star bit.

I'm gonna be considerably less active here for a while until I can resolve that, since the Windows laptop is a pain-in-the-ass jet engine that threatens to BSOD on me if I even breathe on it funny.
Yea, I did tests with MNG in Sphere around 2004 or 2005 or so and found it much easier to simply create a spriteset and animate it in code or using map engine command queuing.
I'm in favor, though I do have some concerns.

Let's assume that there will be some ability to convert, either implicitly or explicitly, Tiled-format maps to Sphere or otherwise write in treating Tiled as native somehow. How do we handle things like per-tile obstructions (especially if we implement a thing like entrance/exit obstructions), possible terraforming, and such if the format ends up so wildly different in implementation than the original Sphere map format? Do we attempt wrappers or bridges, or do we force Tiled hexagonal pegs to fit into Sphere's square holes?

What will be the approach, and how much of it will be C/C++, how much in script?