Castle Game Engine: TUIState is now TCastleView, methods to change the view are now part of Container, new slick UI when opening the project We have an important change to one of our most important concepts: states (TUIState descendants) are now called views (and descend from ). It’s a change in terminology, and a change in API. While previously you were changing states using class functions and properties, like TUIState.Current := Xxx, now you should use regular container methods, … Continue reading ➤ Continue Reading →
Flare: AppImage issue with version 1.14 As reported here, the Linux AppImage was broken for version 1.14. The issue has been resolved. So if you weren’t able to run this version, just re-download the AppImage from the Downloads page (the update is also available through the Continue Reading →
Castle Game Engine: “Lynch” gamejam game release on itch.io, nice example code for footsteps and some creepy game logic “Lynch”, my gamejam game done using Blender and CGE, is now on itch.io — https://cat-astrophe-games.itch.io/lynch. Easy download for Windows and Linux. The full source code and data are available on GitHub. I did some cool post-gamejam improvements: Added sounds: new ambience, footsteps, statue sound. The demo code shows my recommended approach to add footsteps sound … Continue reading ➤ Continue Reading →
Castle Game Engine: Summary of 4th open meeting – physics, Pascal LSP, Android on-screen keyboard, near release plans, QuickJS; announcing 5th meeting With so much going on around the engine, I barely have time to write it all down in news 🙂 First of all, we had our open meeting on Discord 2 weeks ago. A short summary: I showed our new physics features. You know, the things merged in that huge merge right before the meeting … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 4.0 beta 10 Happy holidays! We have been enjoing Godot 4.0 betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version … Continue Reading →
Dev snapshot: Godot 4.0 beta 10 Happy holidays! After 3 months of frequent beta builds, we’re taking a short break for the end of the year – and we leave you with 4.0 beta 10, with notable improvements to Animation, Navigation, Rendering, GDScript… a well-rounded snapshot for the h… Continue Reading →
Dev snapshot: Godot 4.0 beta 10 Happy holidays! We have been enjoing Godot 4.0 betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version … Continue Reading →
OpenRA: Playtest 20221223 Just in time for the holiday season, we are releasing Playtest 20221223 with several important fixes and minor features: Added macOS universal binaries for Apple Silicon Dropped support for macOS 10.9 and 10.10 Updated ma… Continue Reading →
Fheroes2: version 1.0.0 fix multiple issues with rendering on Windows and rendering speed on Adventure Map make Android version fully playable with all basic features present fix monster, Luck and catapult animations in battle add Scout AI role and fix multiple issues with A… Continue Reading →
Castle Game Engine: Watch tomorrow Castle Game Engine presentation at Embarcadero CodeRage 2022 You’re welcome to watch Michalis presentation tomorrow, December 21, at Embarcadero Enterprise CodeRage 2022. The topic of the presentation is using Castle Game Engine as a 3D visualization tool that you can add to the existing Delphi applications. As part of it, I also want to show for the first time a new feature, requested … Continue reading ➤ Continue Reading →