Castle Game Engine: Support for new iOS launch images, better loading image scaling

We support a new way to define launch images on iOS. Launch images are something displayed by the iOS when the application is, well, launching. They are displayed immediately when you click the application, before any CGE code (even Objective-C code) has been run. Their point is to communicate to the user “the application is …

Castle Game Engine: Fixes to FreeType and VorbisFile dependencies, new Platformer release (now on Android too)

We now gracefully tolerate: Missing VorbisFile library. If missing, we will just not play OggVorbis files, but otherwise everything will work. Missing FreeType library. If not available, texts will be rendered using the standard UIFont, instead of being invisible. It has been always our intention to tolerate missing external library dependencies as much as we …

Castle Game Engine: Documentation about implementing in-app purchases on mobile (Android, iOS) and creating custom components

I have documented how to implement in-app purchases on mobile (Android and iOS) on In-app purchases (wiki page). This is a much updated and extended version of what was previously in the TInAppPurchases class API docs. (A complete example showing this will follow later too.) Another new useful documentation page is how to create custom …