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11
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Fat Cerberus -
I finally got SoundStream working today!  It took me forever to get it right and in the process I had to learn how to do sample rate conversion, but now Oozaru can run the sphere-mp3 demo (with a couple small code tweaks to accommodate for the lack of synchronous file loading).

Next I'm going to see about getting this thing to work in other browsers besides just Chrome.  This isn't the late 90s/early 2000s after all. :P
12
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Fat Cerberus -
What kind of functions do you have in mind?
13
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Eggbertx -
I wonder if it would be possible to add Oozaru-only (for now) API functions and objects to make games for mobile browsers.
14
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Fat Cerberus -
It's funny you say that because a big part of why I shelved Oozaru for a while is that, a year ago, the Web technology wasn't quite there yet.  WebGL was a thing (which I didn't realize at the time--Canvas2D is an awful API to use for game development), but the missing piece, ES module support, wasn't actually a feasible option since browser makers were only just starting to implement it.  I would have had to use a require() shim, which didn't seem ideal since you don't really want to be blocking your code while loading things on the web.  The user will hate you for it, and most likely so will the browser.  And I was just starting to push use of ES modules for Sphere at that point too, so forcing require() for Oozaru felt like a step backwards.

But now that stuff I need is finally widely available, Oozaru will finally see the light of day!  Or, well, the light of a full moon, as the case may be...
15
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Eggbertx -
This makes me wish HTML5/Canvas was a more feasible option back when I was working on JavaSphere. If that had been the case, I wouldn't have even bothered with Java. I'm very happy to see that things are starting to come along well with Oozaru, and that miniSphere will finally be getting a proper platform-independent option. When it's more stable, it would be pretty cool to see it uploaded to the server to directly showcase miniSphere instead of pictures alone.
Now if only they would add (better) support for Android to ChakraCore...
16
Engine Development / Re: Oozaru: Sphere for the Web
Last post by Fat Cerberus -
So after having left this project to languish for a year and almost giving up on it entirely, I picked it back up about two weeks ago and started hacking away... and now it can run the kh2Bar demo!

It currently requires an up-to-date version of Chrome or Safari but this serves as a very nice proof of concept.  The entire Galileo API is implemented (I think), the Keyboard API somewhat works, and it even reads the data from
game.json.

If anyone wants to test it out you'll need to checkout the Git repo and set up a local web server; I'll see about posting it online eventually.

https://github.com/fatcerberus/oozaru
17
Engine Development / Re: miniSphere 5.3 beta 1 (stable: 5.2.13)
Last post by Fat Cerberus -
The first beta of miniSphere 5.3 is out, bringing some new APIs and several useful features, including cell init for initializing a new, working project directly from the command-line (no Sphere Studio required!).  More will be coming, but this seemed like a good point to push out a beta to hopefully get some field testing in on the new features, especially cell init.
18
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
I didn't even know about that until yesterday, when I was looking for an easier way to record games than with ffmpeg. I read about the game bar and saw the shortcut I mentioned in my post. I decided to try and see if it worked without opening the game bar first, and it did.
19
Game Development / Re: The Screenshot Thread
Last post by Fat Cerberus -
Huh, I didn't know there was a shortcut key for that.  I usually just press Win+G and look for the Record button.  That's a good wisdom! :dog2:
20
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
By the way, if you're in Windows 10 and want to record a game/window, press Win+Alt+R to start recording. Then when you're done, press Win+Alt+R again to finish recording. I just converted the video to webm with ffmpeg because I thought it would expand the video inline like it did with the GIF file I uploaded earlier.