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81
This sounds pretty interesting. I've never done anything like this, and have always worked on my stuff (games and non-games) on my own time and at my own pace, so I think this will be a good way to challenge and test myself. And of course to promote miniSphere along with any other Spherical members who are joining.
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Game Development / Ludum Dare: a 2 to 3 day game dev jam - who's in?
Last post by DaVince -


So the 42nd installment of the Ludum Dare game jam will be happening this weekend.
The competition lasts for the weekend if you're working alone, and it lasts 3 days if you're working in a team. Full rules here.

I'm going to be joining in (along with my wife, who will be doing some graphics and Rhuan, who will probably be contributing code) and make a little miniSphere game for it, and I was wondering if anyone else might be interested in joining in and make a game as well! :)

There will be a theme to the competition, but it isn't known until pretty much the last moment. These are the final possible themes that are being voted on right now though: https://ldjam.com/events/ludum-dare/42/theme

Some history with Ludum Dare and Spherical:
In the past I've participated before (and so has Radnen, several times in fact) and it's a good way to gain exposure to miniSphere as well.
83
Editor Development / Re: QtSphere IDE 0.2.5
Last post by Eggbertx -
Alright, I zeroed out the reserved byte arrays and set the default frame delay to 8 (since I had it at 1), and now it creates a spriteset identical to one generated by the 1.x editor if you renamed the empty direction to "north", added "east", "south", and "west" directions, and gave each direction three frames.
84
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
I have to say, I would most definitely use that H*R startup game. Make sure it includes Strong Bad spewing out a bunch of randomized lines!
I was actually considering doing that, but I'm not sure how appropriate that would be for a game launcher.
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Game Development / Re: The Screenshot Thread
Last post by DaVince -
I have to say, I would most definitely use that H*R startup game. Make sure it includes Strong Bad spewing out a bunch of randomized lines!

Quote
That's awesome.  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.  Pretty soon Flash will be totally obsolete and the cartoons won't even be watchable anymore. :(
You might want to take another look at the website... ;)

(I've seen glimpses of their new design as well, which relies on YouTube embeds for all the videos, with higher quality audio as well.)
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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
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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.
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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.
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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).
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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