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Castle Game Engine: Adding behaviors in CGE editor (TCastleBillboard, TCastleSoundSource)

You can now add/remove behaviors using the CGE editor. “Behaviors” are components that enhance the behavior of the parent TCastleTransform. We have a few of them included in CGE, and you can define more (“3D FPS Game” template shows a trivial behavior of an enemy). If you come from Unity, know that “creating TCastleBehavior” is …

Castle Game Engine: Non-Visual Components in Editor

You can now edit any TComponent descendant in CGE editor. I expect to use it intensively to design basically everything in the editor. The non-visual components registered automatically (and thus available by default in CGE editor) are: Fonts: TCastleBitmapFont, TCastleFontFamily, TCastleFont — described in the previous news about fonts. TCastleSound — describes a sound file …

Castle Game Engine: Kryftolike – a roguelike-like hide-and seek game using Castle Game Engine

A new Free and Open Source game made in Castle Game Engine: Kryftolike – a hide-and-seek roguelite game where the Player hides from monsters and seeks treasure in an infinite procedurally-generated map.  Danger awaits around every corner. Source code: Kryftolike at GitLab (Also an example of efficient 2D batched rendering, creation of custom UI elements …

Castle Game Engine: Installing FPC and Lazarus using FpcUpDeluxe

This video shows how to install FPC and Lazarus (Pascal compiler and IDE) using FpcUpDeluxe. This process is also documented here. The video shows the process on Linux, with some Linux-specific details (like setting up symlinks in /usr/local/bin). This method of installation allows you to choose any FPC/Lazarus version (stable, development), switch between multiple FPC/Lazarus …

Castle Game Engine: Big merge with new features: non-visual components in editor, fonts (TTF and bitmap) in editor, sounds in editor, completely new sound API, behaviors and billboards, FMOD

I just merged to Castle Game Engine master branch a big work that I’ve been doing for the past 6 weeks (exactly 200 commits). This brings a number of new cool features that I’m going to describe in details in the upcoming news posts (and a video!). Brace yourselves 🙂 Here’s the summary: Non-visual components …