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Messages - mezzoEmrys

31
Script Support / Letting the NPCs move diagonally
As a part of the quick game I'm working on now, I'm having some NPCs attempt to chase after you, taking the most direct route possible.

At first when I was planning it out, I thought I could just set their X and Y speeds to be able to have them move at the correct angle when moving diagonally. However, I have now noticed that the only commands I can queue for them are the cardinal directions. Is there a way to queue COMMAND_MOVE_NORTHWEST, etc., or do I have to individually queue COMMAND_MOVE_NORTH and COMMAND_MOVE_EAST?

Alternatively, is there a better way to do this? This may just be a case of the classic XY problem, but it was my best solution.
32
Engine Development / Re: minisphere 1.1.7
Huzzah! All works as expected. I tested both games this time, and everything seems to work as expected.
33
Engine Development / Re: minisphere 1.1.7
Your link on the first post is just http://, no actual link body, at least not one that comes through to me.
34
Engine Development / Re: minisphere 1.1.7
The release download link seems to be not happening. I also have no idea how to build it myself, and I'm not sure I even have the compilers myself. I really need to get on that...
35
Engine Development / Re: minisphere 1.1.5

Do you have the latest DX runtimes installed?


I think I do, I seem to have 11.1 based on what information I could find. I'm not sure what else I could do from there to ensure I have the latest I can for Win7.
36
Engine Development / Re: minisphere 1.1.5

I just uploaded a hotfix that should fix the crash you're seeing.


Doesn't seem to work, the only difference seems to be that the error is occurring at 0x0[zeros]019 instead of 0x0[zeros]055, and as far as I know that could just be a memory shuffling thing.
37
Engine Development / Re: minisphere 1.1.5
TechDemo_Lithonite2.0 works perfectly on engine.exe, but crashes engine64.exe after selecting to play it from startup. console64.exe informs me that it reaches "Initializing input" before the crash.

Edit: Just realized I can try to debug it with Visual Studio, which I actually forgot I had on here, because I've never really used it.
Anyway, it had this to say:
Unhandled exception at 0x000000013F997AB9 in console64.exe: 0xC0000005: Access violation reading location 0x0000000000000055.
38
Off-Topic Discussions / Re: Happy 2015!


May 2015 bring lots and lots of Sphere games (and maybe a modern Sphere engine or two...) :)


WEll well, would you look at this.  Apparently, against all odds, somehow I granted my own wish! :D I swear I didn't plan this...


Well, half of it at least! I guess I ought to start taking a look at making several small games and distributing them with minisphere, so we can get the first half done :P

Really the main reason I haven't delved back into working on games is that last time I used Radnen's editor, there were several features missing that I had needed. These days I can't remember what in the world they were, so I'll just dive in and give it a shot some time today.
39
From what I'd expect, all to almost all of the configuration options should be in a built in menu bar of some kind, like when using Visual Boy Advance, so you can change all those options on the fly. It makes a lot more sense to me, but I'm not sure how feasible it would be to change which graphics and audio plugins you're using on the fly.
40
Site Comments / Re: Site Errors
I've no issues thus far; maybe your ISP is dropping connections for some reason?
41
Engine Development / Re: TurboSphere
If you do switch to SpiderMonkey, would we get the benefit of being able to use the ES6 fat arrow notation?
42
Articles / Re: Gamasutra: Fixing Pokemon
How would the Link AI system pick randomly weighted strategy "paths"? The example Radnen gave at the top of the thread reminded me of the Final Fantasy 12 gambit system, and it made me wonder if something like that could be easily implemented with a Link backend.
43
Site Comments / Re: Forum theming
I'm actually about to start a UI class this semester, maybe I could use this as part of my project for that class :P
44
Resources / [Audio] Free Firearm Sound Effects
Near the end of last year there was a Kickstarter for the creation of a 100% no strings attached sound effects library for firearms. It was successfully funded, and has been released under a CC0 license - no royalties, no credit required.
http://freefirearmsfx.com/the-library/4582574710

They have now started another Kickstarter for a medieval sound effects library, if you care to donate.

(edit: fixed url tag ~neo)
45
Hearing all the highs and lows of these makes me wish we could just grab the bits and pieces, the low optimizer and the high optimizer and all that, and just connect them for the best of both worlds. Sadly that plan obviously won't work for a multitude of reasons.