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Analyzed 11 months ago. based on code collected over 3 years ago.
Posted over 3 years ago by michalis
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 ... [More] being invisible. It has been always our intention to tolerate missing external library dependencies as much as we … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
Using F9 when Platform is Android in editor now “just works”. That is, it will execute package + install + run. So it will rebuild and run the project on your connected Android device (assuming you have installed Android SDK and cross-compiler). You can now choose the package format (zip, tar.gz, Android APK, Android AAB … Continue reading ➤
Posted over 3 years ago by michalis
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 ... [More] this will follow later too.) Another new useful documentation page is how to create custom … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
Spine is a great 2D animation software. We use it in Cat-astrophe Games LLC to develop games using CGE like Escape from the Universe and The Unholy Society (soon on Android and iOS!). See Spine docs about using Spine. Our Spine code was upgraded this week to handle various new Spine 4.0 format features. This … Continue reading ➤
Posted over 3 years ago by michalis
Effekseer is a full-featured particle effect creation tool, open-source, cross-platform and with a big library of samples. Thanks to Trung Le (Kagamma), we can now easily render Effekseer effects in Castle Game Engine. The integration uses the very ... [More] latest Effekseer version (1.61a), and works on both desktop and mobile platforms. Under the movies, we list … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
Project cge-2d-water-effect by Trung Le (Kagamma) shows how to do a beautiful water for 2D games. The water is represented as a volume that you can easily move and scale around. It supports reflection and refraction. Under the movies, we list detailed usage instructions, so read on 🙂 Technically, it is expressed as an X3D … Continue reading ➤
Posted over 3 years ago by michalis
The particle system cge-3d-particle-emitter, developed by Trung Le (Kagamma), has a big update. Now it is possible to edit the particle effects right inside the CGE editor (using CGE editor capabilities to register and edit any component). Under the ... [More] movie, we list detailed usage instructions, so read on 🙂 Try it out: Download the latest … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
You can now easily integrate your mobile applications with Tenjin, an analytics service with emphasis on install attribution (“from where did users install this application”). The idea is to have more knowledge about your organic and paid (from ... [More] marketing campaigns) installations, to better make decisions how to promote your application. New tenjin service can be … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
Important fixes: Editor on Windows: Fixed a random crash when doing F9 on Windows. Fixed physics crash on i386 (32-bit CPUs) Editor UI fix: Alt+tab and back no longer clears selection, no longer resets the preview in bottom-right corner. Fixed ... [More] castle-engine package-source – it was accidentally by default creating a zip file, but with tar.gz … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
You can now choose the platform (Windows, Linux, Android, iOS…) to build and run from the editor. This platform is then used by compile, run, package, install build tool commands. This means that, if you have cross-compilers set up (hint: use fpcupdeluxe) then you can now easily build for various platforms, right from the GUI … Continue reading ➤