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LP
06-01-2011, 05:41 PM
A new version of Asphyre Sphinx (http://dev.ixchels.net/products/asphyresphinx/overview) has been released few days ago.

The new release of Asphyre Sphinx v1.1.0 includes full support for Delphi XE and contains bug-fixes and additions for the previous release. In addition, two experimental providers were released - OpenGL ES and Software Rasterizer. This release, of course, can also be used with FPC/Lazarus.

In addition, Afterwarp site has been moved to a new location:
http://dev.ixchels.net/

The direct download link for Asphyre Sphinx v1.1.0 is here (http://dev.ixchels.net/asphyre/files/AsphyreSphinx110.rar) (please visit the site for more download options).

WILL
06-01-2011, 08:57 PM
This is great news. Is there a list specifically for any new features in version 1.1.0?

I noticed that your domain for Afterwarp Interactive expired the other day. Are you going to be working on your libraries and tools under the Ixchels label instead now?

LP
06-01-2011, 10:55 PM
This is great news. Is there a list specifically for any new features in version 1.1.0?
The changes in this release (except for those previously mentioned) are minor and are mostly bug-fixes. For instance, in text fonts you can specify the individual distance between any pair of letters to correct some visual artifacts.

As always, the planned features include documentation and GUI (although there are GUI packs made by community, see here (http://dev.ixchels.net/forum/thread2217.html)). I hope to get my hands on writing the documentation this year. :)


I noticed that your domain for Afterwarp Interactive expired the other day. Are you going to be working on your libraries and tools under the Ixchels label instead now?
No, but it was logical to merge both of the sites to reduce the maintenance costs.

The domains "afterwarp.com" and "afterwarp.net" didn't expire, they are simply redirected to http://dev.ixchels.net. ;)

code_glitch
06-01-2011, 11:22 PM
just dropping a line to say: cleaned your thread for you :)

Andru
07-01-2011, 02:55 PM
two experimental providers were released - OpenGL ES and Software Rasterizer
Interesting... do you prepare Asphyre for Android/iOS? :)

WILL
08-01-2011, 10:21 PM
An Asphyre for iOS would be cool. ;)

azrael11
09-01-2011, 05:30 AM
An Asphyre for iOS would be cool. ;)

Yes, Yes that will be great news...

code_glitch
09-01-2011, 11:43 AM
Erm, one the whole asphyre for iOS I would say it is a little bit crazy ;) and thats all the more reason we'd love to see it there; right folks?

ironquark
10-01-2011, 09:23 PM
No, but it was logical to merge both of the sites to reduce the maintenance costs.

The domains "afterwarp.com" and "afterwarp.net" didn't expire, they are simply redirected to http://dev.ixchels.net. ;)

http://www.afterwarp.com/
Internet Explorer cannot display the webpage... the same for .net

http://dev.ixchels.net works fine here

LP
12-01-2011, 09:07 PM
Actually, Asphyre with OpenGL ES provider could theoretically work on iOS, provided that FreePascal/Lazarus works with it. OpenGL ES is quite powerful, so most Asphyre features will work flawlessly. However, to make it work officially, I'll need to get my hands on the device itself as the OpenGL ES doesn't seem to work on emulators.

wagenheimer
12-01-2011, 09:35 PM
This new version would work on Mac OS?

WILL
13-01-2011, 03:49 AM
That's a good question. I'd love to start a few new game projects using Asphyre for the Mac. With OpenGL support in the library and Lazarus supporting Mac OS X and Delphi soon to have a Mac OS X version out this does give Afterwarp the opportunity to add Mac OS X to their supported platforms list and add support to their existing games for a Mac version.

wagenheimer
13-01-2011, 02:30 PM
Well... I would love Asphyre to Support MacOS, so I can easily convert my current Asphyre Sphinx Games (Abra Academy and Abra Academy 2) to MacOS.

Anyway, I'm doing some tests with the new yet unreleased Phoenix Version, and I successfully get a Mac demo running today! =). Here is the compiled demo... http://wagenheimer.com/temp/ImageListMACOS_Demo.zip . Thanks again to Johannes Stein for all the help with this build. Andreas is quite busy now, But I hope soon we can have the first beta of this new Phoenix version. I have two new games almost ready using it.

The more engines we have multi-platform, best for the delphi gaming community. I hope Asphyre would be also be compatible with MAC and Linux soon.

WILL
13-01-2011, 05:38 PM
I agree. It would be a win-win for everybody to have Asphyre support for Mac.


Here is the compiled demo...

Downloaded to try it out. You should really start your own thread for this so we can continue to talk about it without stepping on Yuriy's thread. ;) Once you've made the thread, I'll reply to it and let you know how it went.

farcodev
24-01-2011, 01:02 AM
The more engines we have multi-platform, best for the delphi gaming community. I hope Asphyre would be also be compatible with MAC and Linux soon.

You're right, the more we have active projects like this, the more the community is alive !

Kjow
25-01-2011, 09:06 AM
I can't get it working on Lazarus 0.9.29 r29190M FPC 2.4.2 i386-win32-win32/win64 (both: today's latest svn)

I get this error when compiling "basicL.lpi" demo:


...
...
...
Compiling C:\Develop\lazarus\components\AsphyreSphinx110\Sou rce\EventProviders.pas
C:\Develop\lazarus\components\AsphyreSphinx110\Sou rce\EventProviders.pas(138,12) Error: Illegal qualifier
C:\Develop\lazarus\components\AsphyreSphinx110\Sou rce\EventProviders.pas(138,12) Hint: may be pointer dereference is missing
C:\Develop\lazarus\components\AsphyreSphinx110\Sou rce\EventProviders.pas(138,12) Fatal: Syntax error, ")" expected but "identifier PRIORITY" found


PS I can't register to http://dev.ixchels.net/ forum, cause "Image Verification" error: the captcha doesn't appear (white box) and it gives error (of course, I mean just loading the registration page, not entering wrong words):


Input error: Invalid referer

Thanks,
Kjow

gintasdx
21-02-2011, 09:25 PM
It doesn't compile with FPC 2.2.4 too. Seems there is some problems with EventProviders.pas code. I copied the file from 1.0.0 version and successfully compiled the demos :)

I wonder can we now compile the Windows Mobile games using OpenGL ES. I couldn't compile Basic demo using OpenGL ES to try it out on smartphone. But seems for now the engine doesn't supports ARM architecture.

Also OpenGL ES provider doesn't worked for me
...\GameEngines\AsphyreSphinx110\Source\OpenGL-ES\GLESDevices.pas(335,44) Error: identifier idents no member "ScanLine" ???

Stoney
21-02-2011, 11:18 PM
Compiling EventProviders.pas with FPC works if this unit is compiled with {$mode delphi}.

gintasdx
22-02-2011, 12:19 PM
Compiling EventProviders.pas with FPC works if this unit is compiled with {$mode delphi}.

Yep,now it works just fine!
The Software Rasterizer and OpenGL ES doesn't work because Lazarus TBitmap doesn't have a Scanline property. But still OpenGL and DirectX providers works just fine :)

LP
23-02-2011, 12:08 AM
Sorry for the EventProvider confusion in FPC/Lazarus, before publishing I've tested the project and apparently it did compile, I'll add the necessary fixes.

Software Rasterizer provider is highly experimental, it hasn't been converted to FPC/Lazarus yet. OpenGL ES provider could work, but you'll have change the code that copies pixels using scanline property.

As for the captcha error on http://dev.ixchels.net, it's been fixed.