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21
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Fat Cerberus -
Per spec (what little "spec" there is for the v1 formats...) I think the reserved bytes are always supposed to be zero'd.  Doing so helps with forward compatibility since the "default" for any new value can safely be assumed to be zero.

That said, it's unlikely those formats will be extended in any way going forward. :P
22
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
That was done deliberately in GIMP to see how the 1.x editor handles  similar shades of the given color. It's also why I added a gradient to the last frame.

Also importing works now, and the created file can be read by both QtSphere IDE and the original editor, though I don't know about Radnen's editor. sha256sum reports that the file generated by my editor has a different checksum from one generated by the original editor, but I suspect that's because of random junk in the reserved byte arrays.
23
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Fat Cerberus -
Hehe, anti-aliasing and colorkeyed transparency indeed don't get along very well.
24
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
Uh...so it turns out  the directions being reset was caused by two really dumb mistakes. The direction.name was being reset because of what you described. Changing it from a char* to a QString fixed the issue.
As for the frames being "reset", I created each frame when looping through num_frames (an integer read from the .rss file), but forgot to actually add them to direction.frames!

Whatever, at least it works now, and importing is mostly finished, as you can see from the images. The spriteset in imported.png is ugly but it isn't meant to be pretty, since I was using it to make sure that the given color is being properly replaced with transparency (or another color if you don't need transparency).
25
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Fat Cerberus -
The way the system is described, it seems you're meant to pass around the shared object itself, rather than a pointer to it.  This ends up being efficient because the object is merely a wrapped pointer so there's no significant cost in making copies of it.

What I'm guessing is that you're creating the object on the stack and then returning a pointer to it.  This leaves you with a dangling pointer because the object itself goes out of scope.  A pointer doesn't count as a live reference, it's just a dumb memory address.

Code: (c++) [Select]
CSomeClass object(arg1, arg2);
return &object;  // dangling ptr, ticking time bomb
26
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
That's a good idea, not saving the image right away to facilitate experimentation.  I've always been annoyed when an editor automatically saves something you just created that you might end up having to delete and start over; IDEs in particular are notorious for forcing you to save newly created projects (Sphere Studio also being an offender here).
Yeah, it just always felt really awkward. The menu even says "Import", which generally implies that something is being included or generated without being saved automatically.

As a suggestion for a future iteration it could be useful to see an actual preview of the generated spriteset before actually generating it; this would let the user fiddle with the values and see the results in realtime, before clicking OK.
That should be pretty easy with Qt's slots/signals.

Right now I'm having an extremely frustrating issue with the direction objects in the direction list being corrupted/reset after the function that they're created in returns. I'm not sure if it's caused by my pointer handling or Qt's implicit sharing system, but based on my experience with the same thing happening to individual QImage objects, I'm guessing it's the latter.
27
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Fat Cerberus -
That's a good idea, not saving the image right away to facilitate experimentation.  I've always been annoyed when an editor automatically saves something you just created that you might end up having to delete and start over; IDEs in particular are notorious for forcing you to save newly created projects (Sphere Studio also being an offender here).

As a suggestion for a future iteration it could be useful to see an actual preview of the generated spriteset before actually generating it; this would let the user fiddle with the values and see the results in realtime, before clicking OK.
28
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
I'm working on importing spritesets from images. Unlike the original editor, which immediately saved the generated spriteset, QtSphere IDE just imports the image, so you can make changes before saving it, or in case it didn't come out right. Also as you can see, I combined the frame width/height and the transparency i/o dialogs into one for user convenience.
29
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
Oh great, I just booted into Windows to try it out, and apparently MSVC is a lot stricter than GCC, so I'm getting a bunch of errors.
30
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
Yeah, Homestar Runner was the best thing about the 00s internet.  Shame the creators moved onto bigger and better things around 2009 and just kind of left the site to rot. 
That's unfortunately inevitable, but at least they still occasionally update it.

Pretty soon Flash will be totally obsolete and the cartoons won't even be watchable anymore. :(
That's pretty much the reason why I wanted to recreate the Java on the Brain applets. Originally because the Java browser plugin had turned into a piece of junk, and then because it no longer worked at all. The Brothers Chaps did say that they're experimenting with different solutions to solve the issue though. And the flash player is one of the very few plugins that browsers still support because of how ubiquitous it is.
The Java plugin turning into a piece of junk is why I gave up on JavaSphere.

I'm kind of surprised they never ran ads on that site.  Guess they made enough money from merchandise to keep it running without them.
I always appreciated that fact. H*R was (and still is) 100% awesome.