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Engine Development / Re: Oozaru 0.4.2: Sphere for the Web
Last post by Fat Cerberus -13
Engine Development / Re: Oozaru 0.4.0: Sphere for the Web
Last post by Fat Cerberus -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
Last post by Fat Cerberus -https://github.com/spheredev/neosphere/releases/tag/v5.7.0
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Engine Development / Re: neoSphere 5.6.4 (with Cell, SSj)
Last post by Fat Cerberus -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: neoSphere 5.6.4 (with Cell, SSj)
Last post by Ma3vis -17
Arts / [Feedback] New Content
Last post by Ma3vis -
And I was working on a batman project for a little bit:
And lastly there was a pokemon project I had going on:
I also did a small sketch for the matrix too:
Any hints, tips, edits, and contributions help. Thanks ahead of time guys.
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Hellos and Byes / Hi Guys
Last post by Ma3vis -Has there been any stable official new releases? Did Radnen ever finish his editor?
I saw Beaker released new content. Also where's Neologix, Rhuan and DaVince?
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Game Development / Wizard Kings
Last post by Beaker -




Download here: https://rpgmaker.net/games/12167/
Wizards Kings is a turn based strategy game where you go to war with a rival wizardom. Each turn, assign work to increase your economy, use your economy to increase production, or use it to increase your spellcraft. Then with your production and spellcraft, create units to send to the enemy during the raise phase.
There are three fields. During the orders phase you can click to select a unit you control and then click a neighboring field to send it there. If there is an enemy on that field, units next to each other will fight during the combat phase. A unit on a field can move itself to the right end of the line by clicking the right end of the field when it's selected.
Combat is determined by the unit numbers: attack, health, and reach. During combat, the unit with the highest reach attacks first and reduces the hp of the other by the amount of attack points. Then, the reach number is reduced and that unit attacks again. If the reach number is the same, then both units attack. This continues until the reach number is at zero, or one (or both) units are defeated. So a unit with reach 3 against a unit with reach 1 will attack twice (reach values 3 and 2), and then both units will attack each other
for the next reach numbers of 1 and 0.
When you have your units in your opponents field, then if there are no enemy units there then you will attack. If there are 1 or 2 units attacking, then they will remove some production from the enemy. If there are three or more units there, then they will attack the walls with their combined attack values.
The first player to reduce the opponents walls to 0 wins!
The Controls:
Mouse: Click on buttons and units
Space: Skip to next phase (if not the assign phase)
Escape: Deselect unit
This was made at TOJam this year, but it took me a while to get the time to finish it up, and then some more to upload it.
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