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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The Screenshot Topic Returns

The font is supposed to look like it's circa 1995 or so. I'm going for a good ol' fashioned RPG look.

I've designed it so that the windows can be both skinned and tinted.

Those tiles are actually from 1989. They're from an unreleased and unfinished Amiga game. They come out looking better than they are since they are 20x20 tiles being used on a 16x16 map. That way when the elevation stretches it there is still more resolution to see.

The Screenshot Topic Returns



I've added the drop menu and combat movement! That shot 'shows' the new Majestic map engine cell loader, as well. 'Shows', in that the game is using it, not that it's visible. It's actually four maps, being tiled graphically and having their tile info concatenated for the engine. It can also load maps in advance in the background to at least try and prevent any loading times.

Why rm2k3 is terrible for action games

Huh. I did not know that.

I really don't know that much about rm. But that idea still strikes me as odd...

Why rm2k3 is terrible for action games

@PepsiOtaku: Lol-wut? Pixel coordinates and checking against boxes requires parallel processing!? That is completely and utterly false.

Look at this: http://spheredev.org/smforums/index.php?topic=3762.0

And look at this: http://spheredev.org/smforums/index.php?topic=10348.0

Blockman uses pixel perfect collisions for combat. JBreakout runs at over 600 fps and checks boxes against perfect circles. These are single threaded, non event driven games. If it was event driven, it has the possibility of being even faster. Parallel processing really would not be an ideal technology for hit detection. I know I'm comparing Sphere to rm2k, but both collision detection and parallel processing are conceptual and fundamental ideas. And it doesn't make sense on a conceptual level.

You Let's Players are doing it wrong

I categorically deny this. I'm done an LP of Morrowind (which was not great, but it wasn't the worst LP I've done either), and I've seen good LPs of lots of RPGs. Slowflake did an excellent Pokemon SoulSilver. NintendoCapriSun did a grat LP of FFX. Even the so called 'famously un-LPable' Phoenix Wright was LP'ed very well by ScottishDuck.

RPGs can be dull if the LP'er is dull. You have to really have to make your own material and make the game exciting. And if the LP'er is good, the results are still interesting.

Maybe the problem is that they're looking at dull people playing dull games.

What are you thinking about right now?

I keep hearing about it, what exactly is drambuie?

What are your System specs?

CPU: AMD Phenom II X6 1100T at 3.2 GHz

RAM: 12 GB Patriot DDR3 at 1800 MHz.

GPU: 2 Zotac AMP! GTX 550 ti Factory OC'd to 2 GHZ (over 1.8) in SLI.

Motherboard: Asus M4N98TD EVO. That's got two true 16x PCIe 3 slots. nForce980a chipset.

Storage: 64 GB Patriot SSD, system files. 32 GB Patriot SSD, /usr and swap mount points. 320 GB 5400 RPM Excelstor for files.

CD/DVD Drives: None to speak of...I have a G3 iBook networked through ethernet with its DVD drive and wireless shared.

Sound card: Creative SB Digital Audigy Pro 2 PCI. It has a full front panel with proper instrument, professional 1/4 " and XLR Mic inputs.

PSU: One 300 watt mini HP ITX powering the processor, motherboard and drives, and a 400 watt Rosewill ATX powering the cards and fans.

Case: NZXT with a custon lexan window and full aluminum front panel.

Monitor: 19 inch Micron CRT, 2560x2048. Weight: 100 lbs.

OS: Fedora 17 with the grand old LXDE, Haiku, and Windows 7.

Why is "The Legend of Zelda A Link to the Past" such a great game?

@prexus: I feel the opposite. I felt much more immersed in OoT than LttP. Even now OoT has a good camera system, and that was an awkward time for 3D camera systems, so I would have cut it a little slack anyway. Warping made traveling back and forth pretty painless, and you didn't have to travel back and forth all that much. It also helped to make the worlds feel that much more separate and distinct.

Not that I didn't like LttP. But honestly I still rate OoT, Majora's Mask, and Link's Awakening above it. And I rate the original on the same level as LttP. When I try to draw from 2D Zelda, I always look to Link's Awakening first.

Options for Android?

TurboSphere for Android is certainly a possibility, but it's still in the alpha stages.

ika engine - Editor

Ah, ika. The engine that stole oh so many Sphere users away over the years.
But not without good reason, either.