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Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Quick Edit:

While I would prefer to once again be programming with miniSphere, I don't want to sound overly negative about the age of the dev machine (WinXP circa 2006-2007). I am glad to be able to be continuing programming ZeC. It has been on hiatus for quite a while now.  However, now I get to go back to programming that pesky bomb function...
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
I have acquired an older PC to continue development of ZeC. Unfortunately, it is quite a few years old and can not handle miniSphere. I would really like to continue the development within miniSphere but for the time being this is what I have to program with. Perhaps in time, I will be able to acquire a somewhat newer machine that will be able to handle the installation of miniSphere. Until then, I must continue with Sphere 1.5.
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
Yeah, I noticed that and that was the idea.
Game Development / Re: The Screenshot Thread
Last post by Fat Cerberus -
It'll be neat to see something using vector graphics, I think.  You didn't see much of that with Sphere v1 because the API just wasn't designed for it.  The v2 Shape class is a perfect fit for that, though. :D
Game Development / Re: The Screenshot Thread
Last post by Eggbertx -
It isn't very far yet, but for Shape practice, I decided to work on a small side project: a clone of the original arcade Asteroids. Luckily, I was able to find a font that mimics the original. Rather than using sprites, with the exception of the font, I'm going to use vector graphics like the original as much as possible.

Game Development / Re: The Screenshot Thread
Last post by Fat Cerberus -
SSj Blue

It makes me happy to see this banner :)

Kind of off-topic, I notice it says "60 fps" instead of "60/60 fps", which means you have Sphere.frameRate set to infinity or else are using the Sphere v1 API without calling SetFrameRate (presumably you're FPS-locked by your graphics driver hence why it stays at 60).  I don't recommend doing this as it will max out a CPU core and kill battery life on laptops.  If you set a specific framerate the engine will be more friendly to the CPU and background programs :P
Game Development / Re: The Screenshot Thread
Last post by SilicateWielder -
So it's been awhile. I had to kill off the 3d rendering engine as it turned into more of a beast than I could handle. Though it's not actually dead but in my vault of projects *click*

In other news I am continuing along with the original project but because I do want real time lighting/shadows I am writing my own framework for world and asset management. I'd say it's already about 25% done. Some art assets are in the works too but mainly exist as brainstorming material/concept art

In the meantime. Here's an early test of map loading. the map loaded here 50x300 tiles in size.

Engine Development / Re: miniSphere 5.2.5
Last post by Fat Cerberus -
5.2.5 is up as a hotfix for a regression that prevented miniSphere 5.2.4 from being able to run standalone .js and .mjs scripts (it would show an unsupported API level error and quit).  Sorry about that!
Engine Development / Re: miniSphere 5.2.4
Last post by Fat Cerberus -
miniSphere 5.2.4, 5.1.4 and 5.0.2 are up.  I did a simultaneous release across three minor versions to bring the API back into parity, since backward compatibility had drifted due to important bug fixes (for example 5.0 didn't support index.mjs) and the recent addition of system-directory packaging.  Now if you target API level 1 and the game works properly with --retro it is also guaranteed to work in miniSphere 5.0 (which notably is the last 32-bit version), as it should be.

No functional changes in 5.2.4 other than to drop the reported API level back down to 1.  Since I updated 5.1 to realign the level 1 API, the premature freeze mentioned above is no longer necessary.

5.0.2 and 5.1.4 are available on either the miniSphere GitHub Releases page or the Downloads Drive, if anyone needs them.
Engine Development / Re: miniSphere 5.2.3
Last post by Fat Cerberus -
Because miniSphere 5.1 shipped with Sphere.APILevel set to 2, in the interest of maintaining backward compatibility the APIs introduced in that release have been retroactively frozen and the current experimental API level increased to 3.

APIs added in level 2:
  • JobToken .pause() and .resume()
  • Color.PurwaBlue
  • Color.RebeccaPurple
  • Color.StankyBean

edit: The freeze mentioned above was reversed thanks to the release of 5.0.2 and 5.1.4.  Disregard this post.