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?
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?
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The Screenshot Topic Returns
The Screenshot Topic Returns
The menus and cursor can all have their color changed to preference in game (and can be no matter what images they end up using). So can the fonts (although I haven't actually exposed that yet). But both are the key colors right there, white and gray.
You Let's Players are doing it wrong
author=Dyhalto
The only LT I would consider watching is one about our short game-making contests. Hint! Hint!
Otherwise, I'd rather just play it myself.
Maybe if I were confined to a hospital bed...
That didn't stop the Woz.
Newbie making The Count of Monte Cristo
Why rm2k3 is terrible for action games
The Screenshot Topic Returns
Tiny Dr. Fetus sprite!
Beautiful things
Damn, it's hard to think of any beautiful things...
When I woke up to the sunrise in my lover's arms? That was pretty beautiful.
When I woke up to the sunrise in my lover's arms? That was pretty beautiful.
The Screenshot Topic Returns
Well, I thought about using a style more like this: http://spheredev.org/smforums/index.php?action=dlattach;topic=5027.0;attach=5574;image
But with more defined edges and a different palette.
Any suggestions (ideally with an example) for better window styles?
But with more defined edges and a different palette.
Any suggestions (ideally with an example) for better window styles?
Why rm2k3 is terrible for action games
@LockeZ: Those are Sphere games, so they're in JavaScript. The source code for JBreakout at least is in the second link.
Simply, every frame it checks the ball's coordinates, and then uses manhattan distance to see if any blocks are even remotely close enough to be colliding with it. It then checks the blocks that could be close enough, by 'walking the lines' of the blocks (just looping through, one pixel at a time, over the two borders that are closest). If the distance between any of those pixels and the center of the ball is less than or equal to the size of the ball in pixels, you've collided with that block. Since there is only simple math being done, and only for a handful of blocks at most, it is really quite fast. And it's totally procedural, nothing parallel about it.
Blockman uses a more advanced system that (I think, I didn't make it) uses Sphere's surface object, and I would really have to look over the source code to see how it works. But it could be done as simply as bitwise logical AND'ing two integers, whose bits represent the pixels of two objects (or sections thereof). That would be extremely fast, as well. And not parallel, that too would be a very procedural way to do it.
In Sphere, we suffer from something akin to NIH syndrome...but it's more like IBBNIAWTFH (Invented Before, But Not In A Way That Fits Here). The engine is also relatively minimalistic. Everything short of tiling engines and basic graphics, sound, and file operations has to be built from scratch, if it wasn't inherited from JavaScript.
I kind of think that 'parallel process' actually may mean something more like 'event driven process' in that context. But I don't know.
Simply, every frame it checks the ball's coordinates, and then uses manhattan distance to see if any blocks are even remotely close enough to be colliding with it. It then checks the blocks that could be close enough, by 'walking the lines' of the blocks (just looping through, one pixel at a time, over the two borders that are closest). If the distance between any of those pixels and the center of the ball is less than or equal to the size of the ball in pixels, you've collided with that block. Since there is only simple math being done, and only for a handful of blocks at most, it is really quite fast. And it's totally procedural, nothing parallel about it.
Blockman uses a more advanced system that (I think, I didn't make it) uses Sphere's surface object, and I would really have to look over the source code to see how it works. But it could be done as simply as bitwise logical AND'ing two integers, whose bits represent the pixels of two objects (or sections thereof). That would be extremely fast, as well. And not parallel, that too would be a very procedural way to do it.
In Sphere, we suffer from something akin to NIH syndrome...but it's more like IBBNIAWTFH (Invented Before, But Not In A Way That Fits Here). The engine is also relatively minimalistic. Everything short of tiling engines and basic graphics, sound, and file operations has to be built from scratch, if it wasn't inherited from JavaScript.
I kind of think that 'parallel process' actually may mean something more like 'event driven process' in that context. But I don't know.














