Skip to main content

News

Recent Posts

11
Projects / Re: OFF: Puppetmaster
Last post by DaVince -
This is nice, has the potential to attract some attention to miniSphere, and gives you the opportunity to play with the source material a bit.

Quote
RPG Maker 2003 is quite an old engine and doesn't run so well on modern systems
I think it's good not to consider this the reason as engines like EasyRPG solve this problem anyway. A good reason, though, is to have an OFF fan game made with miniSphere. :P
12
Projects / OFF: Puppetmaster
Last post by Fat Cerberus -
OFF is a surreal game originally released in 2008 and developed in RPG Maker:
https://en.wikipedia.org/wiki/Off_(video_game)

In OFF you play as The Batter, who is on a sacred mission to purify the world of specters, malevolent ghosts which are haunting the populace for unknown reasons.  But all may not be as it seems, and the game will soon make you question your own role in all of this...

The way the game's narrative treats the fourth wall is pretty unique even among games exploring similar concepts.  I played it recently and fell in love with it, but RPG Maker 2003 is quite an old engine and doesn't run so well on modern systems, so I've decided to try porting the game to Sphere, both to keep a great game alive and as a showcase of what our modern engine can do.  I'm not really an artist so my game projects tend to go nowhere, but doing a port like this means I can use the pre-existing assets and focus on what I am good at, which is JavaScript coding.

The original author of OFF is very accepting of fan works, having deliberately left a lot of things in the game open to interpretation, so I don't think there will be a problem with a project like this in that regard, but I'll be sure to try to get formal permission if anything becomes of this.

I'm not sure yet if I want to recreate the RPG Maker-style turn-based battle system or try for something more unique, like what's seen in Spectacles.  The original game's combat was honestly pretty tedious and boring (not to mention easy), so it'd be nice to spice things up for a remake.

Screenshots of the title screen are attached.
13
Spherical News / Re: Forum updates thread
Last post by Radnen -
I really like the theme going on. It's easy on the eyes and says "Sphere". Thanks!
14
Spherical News / Re: Forum updates thread
Last post by DaVince -
I've started working on updating the forum and wiki themes to match the website theme. So far, the forum's front page and some shared elements have all been changed. Feedback and pointing out things that broke, as usual, is always welcome. :)
15
Game Development / Re: The Screenshot Thread
Last post by DaVince -
I was following the Discord chat and saw the progress you were making on this, very promising and very nice!

3D in a primarily 2D-focused game engine would be very nice, and I can think of applications like those 2D RPGs on the Playstation and Nintendo DS that had some 3D objects layered on top. I think that would be an excellent addition to Sphere, especially when you can 3D model them and just use them just like that.
16
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
I posted the screenshots in the Discord so I may as well post them here too. On a whim, I decided to write a Wavefront .obj model parser to experiment with 3D drawing in miniSphere. It's extremely preliminary, but here's what I've got so far. The screenshots are of a correctly loaded but not correctly (yet) drawn Suzanne, a built-in Blender model:
17
Engine Development / Re: miniSphere 5.2.12
Last post by Fat Cerberus -
Okay, so I know I said that 5.2.11 would be the last 5.2 release, but the bug fixes were starting to pile up so I decided to put out another patch.  Besides bug fixes I also added an explanation of API levels to the documentation as well as showing which level each function requires.  Experimental functions are marked as such.
18
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
(Though I have to disagree that it's a unique look - the Vectrex did it in 1982, after all. :P )
I meant compared to the entries in the game jam. I didn't see any other vector graphics-style games posted.

I'm going to guess that the ship is drawn as a LineLoop?  Looks really nice, and it's great to see more and more people get some mileage out of the Galileo classes.  @Flying Jester would be proud because I nicked the idea for them straight from TurboSphere. :stuck_out_tongue:

On an unrelated note, seeing things like this in action does make me think I should add an "auto" resolution option that makes the window resizable and also to use the OS native resolution in fullscreen mode...
It does, and I wrote a helper class to make working with rotating, translating, and scaling a bit easier.
19
Game Development / Re: The Screenshot Thread
Last post by Fat Cerberus -
I'm going to guess that the ship is drawn as a LineLoop?  Looks really nice, and it's great to see more and more people get some mileage out of the Galileo classes.  @Flying Jester would be proud because I nicked the idea for them straight from TurboSphere. :stuck_out_tongue:

On an unrelated note, seeing things like this in action does make me think I should add an "auto" resolution option that makes the window resizable and also to use the OS native resolution in fullscreen mode...
20
Game Development / Re: The Screenshot Thread
Last post by DaVince -
This is looking very nice and faithful so far!

(Though I have to disagree that it's a unique look - the Vectrex did it in 1982, after all. :P )