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11
Hellos and Byes / Re: Happy 2019!
Last post by Fat Cerberus -
Happy New Year!  Hopefully nobody gets eaten by the new years pig (it's like the baby new year but eatier). :tada: :confetti_ball: :pig_nose:
12
Hellos and Byes / Re: Happy 2019!
Last post by Radnen -
Hi FBNil! Long time no see! I hope you have a fantabulous 2019 too! :)
13
Sphere General / Re: What is SFXR?
Last post by Fat Cerberus -
I think at this point, now that we're using ChakraCore instead of Duktape, I would probably want to implement something like this in JavaScript, on top of SoundStream, rather than bloating the Core API with what is really high-level functionality.  Then it would even work in Oozaru (which also implements SoundStream) without further code changes.
14
Sphere General / Re: What is SFXR?
Last post by FBnil -
Sorry for the lateness:
I took the code (with the blessings of the author) from http://www.drpetter.se/project_sfxr.html
And wrote an API for it for Sphere 1.6.
It was working, stable and tested.

There was a demo games/sfxr.zip and some unittests for it games/auto_test/scripts/test_sfxr.js
Are those resources needed?
If so, where can I upload them?
15
Hellos and Byes / Happy 2019!
Last post by FBnil -
Hello community! I hope each and everyone of you have a very fantabulous 2019!

https://www.merriam-webster.com/dictionary/fantabulous
16
Engine Development / Re: miniSphere 5.3.0
Last post by Fat Cerberus -
miniSphere 5.3.0 has just been released and is now available for download.  This version brings a ton of new APIs, a brand-new, faster version of from.js rewritten from the ground up, bumps the API level to 2, brings back support for 32-bit versions of Windows in the official release, adjusts script-loading semantics to allow using .js for modules (it's like a long lost friend coming back home :P), and so much more.

Be extra sure to check out the Release Notes for this release before getting started, as there are several potentially breaking changes due to modified semantics in a few places (the Core API remains backward compatible, as promised by the mS 5.0.0 API freeze).  And for Windows users, as always with milestone releases, uninstall your previous version of miniSphere before installing 5.3.0 to ensure all stale files get removed.

Merry Christmas everybody!
:santa: :christmas_tree::gift:
17
Libraries / Re: box2d-sphere
Last post by Eggbertx -
This project stagnated for a long time because I ran into some hiccups and had larger projects that needed my attention (and still do, technically), but it's actually starting to work decently, as you can see from the video. It still currently relies on the debug draw mode, but I'm figuring out how to make it more flexible. When I get a proof of concept "game" working, I'll post the source code to my changes to the original box2d-js, my box2d-stage module, and the game itself.
18
Engine Development / Re: miniSphere 5.3.0 RC1
Last post by Fat Cerberus -
miniSphere 5.3.0 RC1 is now available for download!  This is a release candidate, which means the code is essentially frozen; no further changes will be made other than bug fixes for 5.3.  If no major issues are reported, this exact build will become the final version of miniSphere 5.3.0.

There's way too much new stuff to list here (5.3 ended up way bigger than I originally planned), so just check out the release notes on GitHub:
https://github.com/fatcerberus/minisphere/releases/tag/v5.3rc1
19
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Eggbertx -
What kind of functions do you have in mind?


One thing I can think of is accelerometer support. You see it in use in stuff like racing games, where your phone becomes a steering wheel, or even just simple stuff like Pokémon GO, where putting the phone upside down will turn the screen black to save performance.
Stuff like this, or handling swiping. Though I guess it would technically be possible for a game to do that, but a runtime ES6 helper module would be nice.
20
Engine Development / Re: Oozaru: Sphere for the Web
Last post by DaVince -
What kind of functions do you have in mind?
One thing I can think of is accelerometer support. You see it in use in stuff like racing games, where your phone becomes a steering wheel, or even just simple stuff like Pokémon GO, where putting the phone upside down will turn the screen black to save performance.

I imagine that Oozaru will be able to do more anyway, if we can have access to the JS DOM API.