Skip to main content


Recent Posts

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.
Engine Development / Re: miniSphere 5.2.2
Last post by Fat Cerberus -
miniSphere 5.2.2 is now available to fix a nasty bug in 5.2.0 and 5.2.1 that prevented double-clicking on minisphere.exe to launch the engine.  I'm a bit ashamed that this slipped under the radar, there's really no excuse for me not picking something that obvious up before the release.

Oh well, in any case it's fixed now. :sweat_smile:
Engine Development / Re: miniSphere 5.2.1
Last post by Fat Cerberus -
I forgot to mention before for anyone who hasn't already noticed, miniSphere 5.2 is now out of beta and brings a ton of new stuff: profiling, retrograde mode (old API emulation), blendmodes for Sphere v2, Dispatch.onExit() and much more.  Also, a lot of overhauling was done under-the-hood to give a very nice performance boost compared to v5.1. :smile:
Editor Development / Re: QtSphere IDE (working title) 0.2.3
Last post by DaVince -
No, I got that, I'm just trying to figure out what the significance of using that song in particular is.  Unless it's just because it's a really goofy song?  I'm confused.
There's no significance, I just love that he used one of those songs that happens to be very silly.
Engine Development / Re: miniSphere 5.2.0
Last post by Fat Cerberus -
I agree TTF support would be nice to have, raster fonts work well enough in most cases but there's nothing like having an infinitely scalable typeface.  I'd want to give the API some thought first, as even if we just start with the bare essentials it needs to be extensible enough to remain stable.

I'll think about the best way to proceed on this front.
Engine Development / Re: miniSphere 5.2b3 (stable 5.1.3)
Last post by Eggbertx -
Has there been any update on the possibility of TTF support? We wouldn't necessarily need advanced features to be exposed to the JavaScript API starting out, but basic support would be nice.