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Analyzed 4 months ago. based on code collected 5 months ago.
Posted 2 months ago
Woohoo! Our new free Android game, using Castle Game Engine, is released! If you like science-fiction themes and stories, please check it out:) Original Post from Cat-astrophe Games: Our latest game, "Escape from the Universe", is available NOW! ... [More] Check out the best trailer EVER on https://www.youtube.com/watch?v=rkfoGnms0nU and get the game from https://play.google.com/store/apps/details?id=com.catastrophe.games.escape.universe.space.shooter !"Escape from the Universe" is an action shooter in an outer space, with many incredible storylines and gameplay modes. We hope that you like science-fiction themes, presented with a dreadful minimalistic graphics:) Please check it out and rate! The war with mechanic beasts left humans scattered across the galaxy. Now the aliens, pirates and scavengers travel through the space, fighting for every scrap of metal they can find.A lone survivor flies, fighting, and dreaming about... Escape from the Universe!An action shooter in an outer space with an incredible randomized storyline.Features:INFINITE SPACE, EXCITING WORLD.• Grim hard science-fiction world.• The space is full of dangerous enem... [Less]
Posted 2 months ago
July news from the Castle Game Engine development!1. Let me start with a quick self-promotion. Most of my time lately was spent finishing our game "Escape from the Universe". It's a free game for Android, developed 100% using Castle Game Engine, and ... [More] it will be released THIS MONDAY (25th of July)!! If you're interested in what our engine can accomplish, please give it a try:) The release will be announced on various channels, in particular on Cat-astrophe Games FB page. I believe we have something really cool to show:) The needs of this game also caused many engine improvements -- so you will benefit from this game anyway:)2. Engine improvements:2.1. HUGE TEXT 2D RENDERING OPTIMIZATION. Like, it's now 100x times faster, because we draw whole lines instead of letters. In most usage scenarios, the font rendering speed will become negligible.2.2. DOWNSCALING OF TEXTURES. This allows to load smaller texture versions for small screen sizes, which means that you gain both quality and loading speed when your game runs on a small screen size. Useful for Android phones with a small (in pixels) display. You gain quality, because the smaller texture version is prepared beforehand using a high-quality downscaling filter "Lanczos". Use the build tool "castle-engine auto-generate-textures" for this, with material_properties.xml that has declaration like "". At runtime, just set global variable to TextureLoadingScale to easily use scaled-down texture versions, depending on the screen size, or a "quality" setting in game or such. See http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/docs/creating_data_material_properties.html#section_texture_scale and https://github.com/castle-engine/castle-engine/wiki/Build-Tool for details.2.3. EASY SCROLLING AREA. New TCastleScrollView control provides a good scrolling behaviour on both desktop and mobile. The look of the scrollbar is configurable (using Theme images, and TCastleScrollView.ScrollbarWidth), and the behaviour too (see TCastleScrollView.EnableDragging, and if you use buttons - TCastleButton.EnableParentDragging). In has all the cool features people expect on mobile (inertia of dragging, auto-transparent scrollbar) and also works perfectly on desktop (scrollbar can be dragged, clicked, mouse wheel works, up/down/pageup/pagedown keys work). The demo of using TCastleScrollView is inside castle-engine/examples/fonts/html_text.lpr .2.4. NEW DRAWING MODES AND THEIR DEMO: New modes available for drawing one TCastleImage over another another: dmBlendSmart and dmMultiply. And their demo in castle-engine/examples/images_videos/drawing_modes_test.lpr . Done by Eugene Loza - thanks!2.5. SAVEGAMES IN THE CLOUD using the Google Play Games "saved games" are now possible! See the reference of TGooglePlayGames methods ShowSaveGames, SaveGameSave, SaveGameLoad: http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/docs/reference/html/CastleGooglePlayGames.TGooglePlayGames.html#ShowSaveGames , http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/docs/reference/html/CastleGooglePlayGames.TGooglePlayGames.html#SaveGameSave , http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/docs/reference/html/CastleGooglePlayGames.TGooglePlayGames.html#SaveGameLoad .2.6. LOADING (SPLASH) IMAGE. This image is displayed during loading of resources within Application.OnInitialize and Window.OnOpen. The loading image is loaded and displayed first, so that user does not see a black screen while the resources are prepared. This is especially useful on Android, when we can loose an OpenGL context at any moment, e.g. user may switch applications in the middle of the game. The loading image is of course configurable, just assign something to Theme.Images[tiLoading], Theme.LoadingBackgroundColor, Theme.LoadingTextColor. Are we the only engine that out-of-the-box makes your Android applications work with pausing / resuming reliably?:) Note that if you want to control manually what happens at these moments, you have ApplicationProperties.OnPause / ApplicationProperties.OnResume events.2.7. TCastleScene: MANY LOADING, RENDERING, X3D ENUMERATION AND ANIMATION PROCESSING OPTIMIZATIONS. Together, they can give quite a large speedup (2x in the case of our "Escape from Universe" game)! There is also an optional optimization available by TCastleSceneCore.AnimateSkipTicks -- you have to turn this one manually (set AnimateSkipTicks to 1 or 2), as it may cause a quality loss (but it also makes a very significant speed gain, even 2x or 3x or more). Be sure to read http://castle-engine.sourceforge.net/tutorial_optimization.php ! This page is constantly updated with hints how to optimize the engine use. I document there many useful optimization tips.2.8. OnScreenNotification: A trivial method to invoke Android "toast" notification. In the CastleOpenDocument unit.2.9. Our image viewer and editor, glViewImage, https://github.com/castle-engine/glviewimage , got a few noticeable improvements. It can now perform ALPHA BLEEDING (you can also do it by TCastleImage.AlphaBleed call in your own tools). It also allows to drag and zoom image using mouse.2.10. TCastleLabel: Our HTML font rendering supports now percentage font scaling, like xxx. Also, TCastleLabel.Outline and TCastleLabel.OutlineWidth are now available. Also, TCastleLabel.MaxDisplayChars, DisplayChars are available, to animate the text appearing on screen.2.11. In-app purchases on Android support now "promo codes", https://support.google.com/googleplay/android-developer/answer/6321495?hl=en .2.12. And various other fixes and improvements, as usual:) Album: 7/24/16 [Less]
Posted 3 months ago
New version of our game "Dragon Squash":) In particular, with OggVorbis music thanks to CGE:) Original Post from Cat-astrophe Games: We just released a new version of "Dragon Squash" on Google Play! Get it from ... [More] https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.dragonsquash and enjoy the Sunday:) New features:- Sound and music in game! You can turn them with appropriate button in-game.- The spell on 2nd castle is a little less powerful.- Switching to another application auto-pauses the game.- Other small improvements, mostly coming from upgraded Castle Game Engine version - better Google Play Games integration, more responsive buttons etc. [Less]
Posted 3 months ago
Original Post from Michalis Kamburelis: So, I woke up this morning and for some reason I had to write this down. It's a quick introduction to "modern Object Pascal". May be useful for programmers that already know the concepts (like "class"), but ... [More] don't know how these concepts look in Object Pascal.Contains some introductory material at the beginning, and at the end quickly jumps over more advanced topics like class references.Enjoy, and share and redistribute freely. The PDF version is on http://michalis.ii.uni.wroc.pl/~michalis/modern_pascal_introduction/modern_pascal_introduction.pdf . The source is in asciidoc, I'll upload it to GitHub over the weekend. So I wrote this quick introduction to what I call modern Object Pascal. Most of the programmers using it don't really call it "modern Object Pascal", we just call it "our Pascal". But when introducing the language, I feel it's important to emphasize that it's a modern, object-oriented language. [Less]
Posted 4 months ago
May news from the Castle Game Engine development! Plus a bit of June news:)1. Music on Android! OggVorbis file reading. And proper music pause/resume on Android application switching. See ... [More] https://github.com/castle-engine/castle-engine/wiki/Android-Project-Components-Integrated-with-Castle-Game-Engine#ogg_vorbis .2. Shape.render field (use as TShapeNode.Render from code), to easily toggle Shape visibility without wrapping it in a Switch node. See http://castle-engine.sourceforge.net/x3d_implementation_shape_extensions.php3. Google Play Games (TGooglePlayGames class) has AutoSignInFlow configurable.4. Many updates to "optimization" tutorial page on http://castle-engine.sourceforge.net/tutorial_optimization.php .5. Smaller improvements:5.1. TLinePropertiesNode.LineType comfortable property,5.2. Heyzap integration update,5.3. OnScreenNotification procedure, to use Android Toast (see CastleOpenDocument unit),5.4. Android target (like android-19) configurable in CastleEngineManifest.xml,5.5. TUIContainer.CalculatedWidth, CalculatedHeight, CalculatedRect,5.6. Support HTML tags (bold, italic etc.) in CastleMessages dialogs,5.7. TCastleConfig.MakePathElement and MarkModified utilities,5.8. Rename TGLImageManaged->TGLImage, and rename old TGLImage->TGLImageCore. This means that the commonly used TGLImage is the comfortable class, that automatically releases/allocates OpenGL resources. [Less]
Posted 5 months ago
April news from the Castle Game Engine development!:) https://youtu.be/IOU1zrr46_8Instead of releasing the next engine version, we have again implemented a bunch of new features:) You're welcome to try the bleeding-edge engine version from GitHub ... [More] https://github.com/castle-engine/castle-engine to get all the improvements, while we work on preparing next release!New stuff:VARIOUS:* Joystick improvements, and an example program in examples/joystick/joystick_demo ! If you have joystick, be sure to try it out! Thanks go to Tomasz Woj for developing a complete joystick support, for both Windows and Linux, in our engine!* Fixes for big-endian architectures to read/write binary data (like 3DS models). Along with nice CastleStreamUtils unit and utils for endianess conversion throughout the engine. Thanks go to Sven Barth for this!* Our demo "The Castle" on https://github.com/castle-engine/castle-game is now ported to Android. This a full 3D game, originally developed for Linux and Windows, that now works on Android! Many levels, weapons, monsters and items await:)* TCastleSceneCore.Save method.2D RENDERING AND UI:* TGLImage.Clip, ClipLine to cut off rendering by a line. Works on both OpenGL (desktop) and OpenGLES (Android, iOS).* Sliders: Caption and MultipleOf properties.* Many TUIState improvements. It's a nice class to implement "states" (possibly a state stack) in your game.* Colored lines (X3D LineSet and friends) drawing on Android fixed.* TGLImage takes floats (Single) values instead of integers. They are still rounded inside (at least for now --- in the future an option to render as floats may be added, although it will make sense only when coupled with full-screen anti-aliasing). For now, this results in better font rendering quality.* TCollisionDetails for SphereCollision2D.* TUIControl.CalcularedWidth/Height/Rect.ANIMATIONS:* You can now rename and combine animations from multiple KAnim, X3D, and Spine (JSON) files. This allows to load a single X3D file and play a chosen animation by TCastleSceneCore.PlayAnimation('flying', ...) call. A full example, that combines two KAnim files, is on https://github.com/castle-engine/demo-models/blob/master/kanim/two_animations.x3dv . See also this forum thread: https://sourceforge.net/p/castle-engine/discussion/general/thread/719c145f/ .* KAnim important bugfix: Interpolate rotations using Slerp, not linear interpolation. Fixes weird rotations when animating.BUILD TOOL:* New --mode=valgrind (alternative to --mode=debug and --mode=release) to easily compile a project for profiling speed/memory with excellent Valgrind http://valgrind.org/ .* The build tool now detects FPC crashes (internal errors), and retries compilation (after cleaning the project and CGE).* We query FPC version, and if 3.x --- we pass options to ignore some unavoidable AnsiString / WideString / UnicodeString conversion warnings. These are unavoidable now if you use AnsiStrings with FPC XML units --- which we do a lot.* "castle-engine run" fails if the underlying process exits with non-zero exit status.See https://github.com/castle-engine/castle-engine/wiki/Build-Tool for more details about the build tool! Tremulous MD3 animations inside a DOOM E1M1 level in X3D (Castle Game Engine) [Less]
Posted 5 months ago
Presenting FireMadness by Eugene Loza!- Code: https://github.com/eugeneloza/FireMadness- Release: https://github.com/eugeneloza/FireMadness/releases (Windows, Linux)- Video: https://www.youtube.com/watch?v=Mcbx-sFhmJc- Screenshots at ... [More] https://decoherencestudio.wordpress.com/2016/04/19/firemadness-6/.Previously known as OpenFire, FireMadness is a huge update of the concept, with: - Many new bot types + 3 more bosses.- Map manager + unfinished story mode :)- Hot-seat player co-op mode.- Difficulty level.- And much much more.Head on to forum https://sourceforge.net/p/castle-engine/discussion/general/thread/871f73a8/ for details!:) FireMadness betta 18 April 2016 [Less]
Posted 5 months ago
Proudly presenting a new game using our engine by Eugene Loza: OpenFire!Latest video: https://www.youtube.com/watch?v=shqONKSanZUCode: https://github.com/eugeneloza/openfireRelease: https://github.com/eugeneloza/openfire/releases (Windows, Linux)See ... [More] the forum thread https://sourceforge.net/p/castle-engine/discussion/general/thread/871f73a8/ for all the information. I let myself to quote the most important facts:- OpenFire is a simple game I've written in 5 hours (one night) in Castle Game Engine (Lazarus/Free Pascal) + 1 hour for graphics and 3 more hours of testing, playing and having fun :)- It's a game inspired by an ancient CrossFire (1981 by Jay Sullivan) game.- The goal of the game is to eliminate all enemy bots. Use arrow keys to move and WASD to fire at 4 directions (hold down the button for rapid fire).Have fun! Openfire 15 April [Less]
Posted 6 months ago
You can now use a subset of HTML (bold, italic, colors, sizes) in TCastleLabel:) This is quite cool to present to user an interesting text, and avoid the "wall of text" impression. Example in examples/fonts/html_text ! Wrapping & aligning such ... [More] text with HTML markup also fully works:) Album: 3/31/16 [Less]
Posted 6 months ago
Large curves improvements, to make them a cool tool for 2D games!- You can now comfortably design a 2D curve (for any purpose) using the "castle-curves" tool, and use it in your own programs. Curves are cool e.g. to move something (camera, another ... [More] object) along a smooth designed trajectory. The tool is documented on https://github.com/castle-engine/castle-engine/wiki/Curves-tool (it's a much improved version of old "bezier_curves" example code, with a lot of UI and functionality changes).- The curves can be saved/loaded from/to a simple XML file. The typical usage is to save them in "castle-curves" tool, and then open the resulting XML file in your own games.- Use CastleCurves to load and query the curve. The TPiecewiseCubicBezier.Point method, probably THE most important method when using curves, is lighting fast.- Note that CastleCurves supports 3D curves fully, however the "castle-curves" tool only designs a 2D curve now. The 3D dimension (Z) is always set to zero.- Note that in X3D, we also support powerful NURBS curves, see http://castle-engine.sourceforge.net/x3d_implementation_nurbs.php . These can be used for many purposes, including animating the movement of some 3D object/camera purely in X3D, using NurbsPositionInterpolator. Album: 3/20/16 [Less]