Verge v Sphere
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Worthy

I have been using several RPG creation engines for a while, and I'm looking for something with the greatest opportunity for development. I know sphere has a lot of potential, and I was wondering what verge offers. I am an advanced programmer, so I'm not looking for something that will be easy as much as what can offer the best final product.

Can anyone tell me some advantages/disadvantages of verge as it compares to sphere?

Thanks,

~Worthy

Posted on 2004-08-10 23:10:47

blues_zodiakos

First and formost, I think that Verge3 is a heck of a lot more stable than Sphere. It does away with most of the GUI crap in the beginning too, which I think makes it a lot more attractive for releasing something that looks professional.

Second, Verge3 uses a proprietary language (but still similar to C), while Sphere uses Java (last I heard). This can be important if you are familiar with C and/or Java. From my experience, VC is way, way faster than Sphere's implementation of Java, so you will probably be able to make far more complex scripts with Verge3 than you will with Sphere and have it run at a respectable speed.

Both support 32-bit internal rendering, multiple resolutions, etc. I'm not aware of any benchmarks showing Sphere's relative graphics speed compared to Verge, so I don't think it's a real issue. Both seem to be on par graphicly for whatever you might want to do (although I think Sphere has some very rudimentary 3D functions for lines and triangles right out of the box).

Sphere uses it's own sound engine (which is open source), which provides pretty much every feature that FMOD, the engine that Verge3 uses, has. Verge3's sound implementation is not done at the moment, which means that some features like dopler effects and 3d sound positioning might be added in the future. It already supports stereo, modules, mp3s, oggs, and just about every other format you can throw at it. From what I've seen, Sphere's audio engine is just as good if not better right now.

As for the actual editing of your games, I'm very divided. Sphere seems to have a much more "visual studio" feel to it's editors, and I've tried them out for a while. Everything is divided up and organized pretty much exactly like the visual studio IDE, even with the ability to organize projects. And I hate it. I don't know why, it seems to be the ultimate, tested, tried and true solution, but I can't stand editing Sphere games. I think that even in their "beta" state, the Verge3 dev tools win hands down for simplicity and functionality. The main dev tool that you need for Verge3 is Maped, which comes bundled. The only other thing you really need is Notepad or some other text editor. For sheer simplicity, you can't beat that. Less complicated is good.

From the actual engine standpoint, both Verge3 and Sphere have entity systems, which are the little people you can have walking around your level. Both support pixel-based, 8 directional movement. Verge3 also supports pixel-based obstructions, something I don't think Sphere has, but it's been months since I've checked. Both support event scripting through "zones" that the player can step on. Both support concurrently running scripts.

In short, they pretty much have the same features, just different implementations. It probably wouldn't be OVERLY difficult to port a game from one system to the other. Both are EXTREMELY powerful in the sense that unlike engines like RPGMAKER, they let you do pretty much anything using the provided language. You aren't really bound by harcoded issues. With that power comes a price, however, and that price is the fact that it may take some time to get your game into a state where it seems like it is all coming together.

I personally like verge3 because I don't really like Sphere's dev tools OR the GUI that appears when you run the program. Verge3 is like the Linux of the game creation toolkit world: Simplicity, and POWER.

edit: If you are really interested in seeing the difference, download some games! There are several games offered for download here - I suggest getting the Timeless demo (available on the sidebar) and Zeux's World (available in the WinV2 section). Also, check out the contests section in the V3 files section to see some of the things that have come out of our recent contests!

Posted on 2004-08-11 00:49:14 (last edited on 2004-08-11 00:52:14)

Omni

However, it is ironic that Verge3 is not open-source, and not Linux-compatible :)

Posted on 2004-08-11 01:22:32

blues_zodiakos

Blargh.

Edit: This is really, really odd, but it seems like my posts count simply refuses to go up. It's been stuck like forever. :/

Posted on 2004-08-11 02:34:38 (last edited on 2004-08-11 02:35:27)

vecna

That was a hell of a post, Zodiakos. ;)

I'll just add a little bit. Sphere and VERGE were design with very different philosophies. One of the biggest thing that turned me off about sphere is that you "install sphere" and then you install "sphere games". If you're someone like Grenideer who makes a huge game like Diver Down and you want to put it out for lots of non-GCE-oriented people to play, no one cares that its a VERGE game or a Sphere game or what. Your average guy that downloads a game like that has very little desire to install this "Sphere" thing, and then run sphere and pick the game he wanted to play in the first place from the sphere menu.

With VERGE, you just download a game. You can rename the damn exe, set the window title to whatever you want; you can quite easily completely mask the fact that its a VERGE game, tho I'd take it as a kindness if you didn't. But the end user doesn't care what it's made with, they downloaded THAT game and just want to play it.

Some of my favorite verge games to check out are (v2) Zeux's World, and for v3 A Tropical Adventure is a pretty and fairly short/simple demo of v3 as an RPG, and Balloon Ninjas is pretty fun too!

I recently reformatted my machine, and realized after two days I would have to format again. So I had not installed visual studio for my normal programming. I've been wanting for a long time to make a sidescroller in VERGE, and at that time, not wanting to install visual studio, I came to highly appreciate the fact that all you absolutely need to make a VERGE game is verge.exe and a text editor (Textpad is the best!)

And just because I did try to use Audiere (Sphere's sound system) when I was considering other sound systems and finally settled on FMOD, I'll just jab that while Audiere and FMOD might have similar specs on paper, but they're a whole world apart in implementation, IMHO.

Ohhh and Sphere uses JavaScript, not Java. Pretty big difference. Stupid, confusing name on behalf of Javascript.

Posted on 2004-08-11 02:40:47

andy

vecna said stuff:
I'll just add a little bit. Sphere and VERGE were design with very different philosophies. One of the biggest thing that turned me off about sphere is that you "install sphere" and then you install "sphere games". If you're someone like Grenideer who makes a huge game like Diver Down and you want to put it out for lots of non-GCE-oriented people to play, no one cares that its a VERGE game or a Sphere game or what. Your average guy that downloads a game like that has very little desire to install this "Sphere" thing, and then run sphere and pick the game he wanted to play in the first place from the sphere menu.
This isn't really true at all.

Sphere does have builtin support for this notion, but it doesn't really dig too deeply into the engine. Sphere starts up, then runs a "startup game", which is ordinarily a game selection menu, as you said.

If this startup game just so happens to be the whole game in a stand-alone distribution, Sphere doesn't care. (this has been done in the past on multiple occasions)

Secondly, ECMAScript (aka JavaScript) is pretty hairy and gay, but it's still far and away a cut above VC in terms of how much a coder can get done in a given amount of time. None of this integer handle crap: just pass an object directly, or return it, or create an array and concatenate it to the end (resizing the array in the process). For all its syntactic weirdness, VC can't come anywhere close. (sure, it's slower, but it's worth it: most of the stuff that has to be fast is already done in C++)

Of course, using Sphere means putting up with its awful map editor and ass-backwards API... >_>

Posted on 2004-08-11 03:17:41 (last edited on 2004-08-11 03:24:31)

Zip

ADD TO FAQs! ADD TO FAQs! ADD TO FAQs!

Dear god I wish some people actually bothered doc-ing a few things.

Zip

Posted on 2004-08-11 04:10:15

vecna

Add what to faqs??? :o

It really isn't a frequently asked question.

Posted on 2004-08-11 04:29:11

Zip

I've been asked it before, and had to say 'haven't the foggiest' - and been asked for various other verge vs. comparisions too. At the moment NO faq is really answered satifactorially, I've had several potential newbies come to the #vergehelp channel for clarifications (which I was only limited help with), and gawd knows how many just wander by, look at the shoddy state of the docs and wander off again.

Now some of the main things are in the main doc (largely DESPITE rather than becuase of the people who actually know the answers - most everything I've had to do trial and error), I find it rather frustrating that there's still no movement on some really basic things. And unless everything has suddenly changed, all the stuff you 'added' to the docs last release is still NODESHELL mode. Most of it can probably be guessed at, but I prefer not to add things until I've at least tried them.

Sleep...

Zip

Posted on 2004-08-11 04:52:19

blues_zodiakos

Feel free to add anything I said to the faqs. :D Especially if it's misinformative.

Posted on 2004-08-11 05:26:33

Interference22

I had Sphere for a while. I like TIDY games creation engines. VERGE uses less than 10 files to get up and running plus it has a kickass pakfile system to neatly tuck all your game assets away into. Sphere, on the other hand, is a sprawling (if functional) mess of files spread over several folders. Now, regardless of how fast it runs or how nicely it's programmed, I *hate* that sort of organisation.

Plus: Linux port. In all seriousness, I know no-one who uses Linux whatsoever, even those elitist techie C++ bastards in the Uni computer room. I installed SuSe once and after two days managed to BREAK my install without even trying. Is lack of cross-platform really so bad? Focussing on Windows means V3 can use direct-x rather than a humongeous cross-platform code library to do stuff, surely?

Posted on 2004-08-11 23:37:18

rpgking

Who really cares about cross-platform? The vast majority of gamers use Windows PCs. If they have another OS, chances are they don't use it for gaming... Who expects a good gaming library on something like Linux anyway? ;)

Posted on 2004-08-12 00:18:42

TomT64

I don't suppose anyone wants to compare verge to ika? Anyway ika is supposedly compilable in linux, however it doesn't always work. Ika uses Python, which is a very easy indentation based language with classes. It also has builtin support for just about everything (Python does) that you would want out of a programming language, like TCP/IP for instance.

Verge has movie playing capability, and ika does not.
ika requires many DLLs, and verge does not.
ika has classes, verge does not.
ika runs on OpenGL only, and verge runs on DirectX only. (Sphere has DLLs for both)

I think that about sums that up. I prefer ika, but I did not bias my facts above based on that. I may have missed some things though.

Posted on 2004-08-12 00:51:17

andy

The problem is that nothing works right in Linux. ;)

(the Linux port might get better once ATi gets of their fat asses and makes a 3D capable Linux driver for my video card)

Also, my policy has always been that I shall personally implement video playback just for the enterprising group who can demonstrate their ability to finish such an ambitious project. Thus far, nobody has been brave enough to approach me on the matter.

(I can't hope to be objective, of course: when I made ika, I set out specifically to make something better than Verge)

(but! ika can do anything and everything because it can connect to absolutely anything written to connect to Python)

(when I started writing this post, I actually thought I had a point I wanted to make. Sorry! (parenthesis are awesome (as long as you don't overuse them)))

Posted on 2004-08-12 03:09:07

loretian

linux works well as a server OS and verge is like the quake of free GCE's. It's the one, and while it may not have ever single feature every other engine has, what it does have is good and proper, and makes for good, immediate game development with almost no limitations.

Posted on 2004-08-12 03:15:39

zaril

I prefer Verge.

- It doesn't use yucky languages like Python
- Low amount of files required
- The crew behind Verge is not obnoxious
- It's oldschool (if i weren't a fan of oldschool, i wouldn't be making 2d games)
- Less penguins.

What I like about Ika.

- It attracts people we don't want in the Verge community.
- It's three letters, I don't waste too much energy bothering to type it.

Ika is most probably the more versatile engine, it was built for that purpose, I'm sure Andy is as awesome at coding as he is at annoying the hell out of me.

Posted on 2004-08-13 10:24:58

grenideer

meh, people give theSpeedBump a bad rep because of his exodus from verge. But the truth is, he helped keep verge alive for a while when nobody else would.

Vecna of course started the whole deal and got v2 going, and aen took up the reins for a long while with v2 and was very helpful. But after that time Andy was the only real one doing stuff. For a while it looked like Diver Down was gonna be released on v2.7. Of course he ended up going his own way, but even that helped kick the community into action.

So he's one of the black sheep of verge devvers because of the unofficial nature of everything he did, but I thank him in the Diver Down credits nonetheless because he supported the project and helped it out however he could.

Posted on 2004-08-14 08:58:37

Gayo

 Time to test masm32's text editor again.   

Previously, it would reboot my computer.
Time to test it again.
woah
*** the_Speed_Bump has quit IRC (Ping timeout)


I like andy because he has good quotes.

Posted on 2004-08-14 12:08:43

Technetium

Andy also is responsible for the latter versions of Verge 2.6, which had cool transparency options not present in the previous incarnations, as well as better stability and such.

Anyways, if you are really not concerned with learning curves at all, then ika is probably the better choice. I experimented with it a bit but found the task of learning python to be too much of an endeavor for me. There's a lot of great reasons to go with it if you think you can learn it, though. For example (these are off the top of my head), all strings are also arrays, which makes it ridiculously easy to access specific characters in the string. I seem to remember that ika can also allow you to specify specific instructions on blitting images, so that you can load up one specification, and all your images blitted could be 50% transparent with subscreen addition, and rotated 180 degrees, without having to use several blitting functions and the creation of separate image handles before blitting to the screen, for example.

But, since it's way over my head, I'll stick with Verge 3, which has been more than adequate for all of my needs.

Posted on 2004-08-14 14:41:00

Omni

Heck, if you've got VergeC down, you can learn Python in an afternoon from the beginner's guide at http://www.python.org.

Verge 2.6 was good stuff. In fact, I'd go as far to say, functionally, that it's pretty much Verge3 minus the new data types.

Posted on 2004-08-14 19:18:08


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