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Castle Game Engine: Platformer demo released on itch.io

Have a lovely Sunday! And play our platformer demo, if you haven’t already 🙂 We have compiled version of the game, for Windows and Linux, ready here: https://castle-engine.itch.io/platformer You can download it manually as a zip file, or using comfortable Itch.io App. We have also updated Castle Game Engine itch.io page to represent the engine …

Castle Game Engine: New manual chapter that introduces editor and states, more manual and website updates, “Register Lazarus Packages” button

I am deep in making big updates to the manual, to document the usage of editor and other concepts that become important during the CGE 7.0 development. We start with new 1st and 2nd manual chapters: Installation and building your first application Designing user interface and handling events (press, update) within the state Go ahead …

Castle Game Engine: Packaging to Android App Bundle

You can now easily package Android games using Castle Game Engine to the AAB format (instead of APK). New Build Tool command-line options allow to execute: castle-engine package –target=android –package-format=android-app-bundle Will package to the new AAB format. castle-engine package –target=android –package-format=android-apk Will package to the traditional APK format. The –package-format=android-apk is right now the default …

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 …