FLYINGJESTER'S PROFILE

I am the Jester.

I make games using JavaScript, C, C++, Mercury, Java, Assembly (amd64 and UltraSparc) and Python. I used to use Sphere a lot, but I'm more into C/C++ and Mercury nowadays. I still use JavaScript and embed it sometimes, and I usually use Python for build systems and system management.

I wrote TurboSphere, which is a recreation of the Sphere Game Engine with a number of major improvements. I'm not really working on it anymore.

I'm surely going to finish making a game someday. I mean, sooner or later, it's bound to happen. Right?
Athena
turn-based strategy game of war and city building

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choosing a good-looking rpg engine

Sphere has an advanced map engine which allows for an infinite number of layers of any size at all, parallax and reflective layers, an infinite number of tiles, and animated tiles right out of the box.

It also allows for sophisticated graphics manipulation through surfaces (including blend modes), it can make some really good looking procedurally generated graphics (check out the Particle of Infinite Free Will for an idea of Sphere's procedurally generated graphics capabilities pushed way way out). You can also make the game mechanics as detailed and complex as you want.

It allows for image or sprite zooming, rotation, and transformation (just give it the coordinates for the corner points of an image, and it will draw it with any amount of deformation you want), and all that looks fairly nice.

And it's free.

Watch spring and fall fight for control of the trees. You change your mind and forget things you used to know.

That just means that fall won the battle. The war rages eternally.

Commercial Games allowed now; also RMNv4.4 stuff

Perhaps to qualify for 'For Feedback', a game must have no reviews, or a screenshot have no comments, or something like that.

A dare say that a completed game with no reviews at all should qualify for a 'looking for feedback' section. It's completed, there's a download, it's definitely meant for public use, and yet it (probably) has no well structured feedback yet, no reviews.

Commercial Games allowed now; also RMNv4.4 stuff

I for one really like the 'looking for feedback' idea. I'd actually like to see a section for games looking for feedback or reviews section as well.

Viddy well, little brother, viddy well...

author=Im_not_your_Grandma
Thank you for the good reception...

About Morrowind, yes, I've discover the series only now with the released of Skyrim, but I felt like I had to tried at least another game of the series, so I gave a chance to Oblivion wich did not disappointed me. But I never played Morrowind, I would rather start the series from the first game, Arena.

My only fear is a fan game of Skyrim in RPG Maker. Jeez...


Morrowind was the best. Be sure to get Bloodmoon and Tribunal expansions. And ideally install the better bodies mod, the MGE and a high res texture pack. It murders Oblivion then, easily one of my favorite RPGs ever.

What Kind of Game Would You Like To See On-Site?

Fan games can be good. They aren't always, though. I've experienced a higher percentage of crap fan games than not, but you should at least be open to the idea. At least a little?

When I see a game like that, though (particularly one that uses mainly not original assets), I hold it to a higher quality standard. They didn't have to make all the resources, and depending on the engine they might not have had to code a lot of the systems. So, the story, atmosphere, presentation, (partially) gameplay, balance, etc. better be spot on. What else did the game maker actually have to do?

+++ DynRPG - The RM2k3 Plugin SDK +++

Why wouldn't you just use 24(/32)-bit color all the way?

New American Bill Proposes making selling non-ESRB rated games illegal

Hmm. Perhaps the word 'indie' would take on a more properly 'underground' meaning. Maybe I should start calling myself an underground game developer, either way. I like the sound of it!

Game Programming: Which Languages do you prefer?

I'm not saying that C++ has no place in game making. But I wouldn't want to use C++ and not have at least some sort of scripting. Not only are a lot of scripting languages fast (certainly fast enough), but that's what they are there for. There's power in C/C++, but that's not needed at every level of design. I rather enjoy writing systems in C++ (I am still writing a game engine in it), but I wouldn't want to write an entire game in it. Not that it can't be done, just that I wouldn't want to.

Plus, many engines (proprietary or not) use the power of C++ and C libraries and give the controls to some other language.

As far as assembly mixed with C or C++: the compiler is smarter than everyone and anyone. No one can consistently write assembly better, faster, or more efficient than a compiler can generate it. And it's so incredibly easy to shoot yourself in the foot with assembly (if you're eyeing the assembler keyword, you've already loaded the gun), that it's just not worth it. There are easier ways to get better performance, much easier ways. I've been told that by pros, and I've experienced it myself, and I've seen people disbelieve and then be smote down to the ground.

If you really absolutely want ultimate power, Fortran, to this day, is still faster than C or C++. And it supports external linkage with C, for use in C and C++ programs. And it has greater parallel execution support built in, automatically.

What I'd really like to do is write games in Mercury. But that's not going to be a realistic option ever.

Game Programming: Which Languages do you prefer?

I rather like JavaScript for game programming. The fluid type system it has is quite nice for making games with.
Squirrel is nice, too. It's really pretty similar to JS, but fixes a few fundamental flaws JS has.
C++ is absolutely miserable for making games. I usually only use it when games are concerned to modify or add to the engine.