Posted
almost 4 years
ago
by
michalis
A few loosely connected improvements for building and mobile devices: Android: Fixed building on Android when the project folder contained spaces. We no longer use ndk-build that cannot cope with that. Fixed (well, workarounded) crashes on Snapdragon
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Posted
almost 4 years
ago
by
michalis
Do you want to compile Castle Game Engine yourself, from our source code? As this is the first step toward contributing in the engine development, we can only encourage it 🙂 We now have a detailed documentation how to compile CGE from sources yourself. And we have a video recording of this process on Linux:
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Posted
almost 4 years
ago
by
michalis
Watch the latest video on our channel — demonstration how to create and edit sprite sheets completely in Castle Game Engine, how to put them on the scene, how to load Starling and Cocos2d sprite sheets and more! With thousand thanks to Andrzej Kilijański for presenting this, after implementing all features and examples shown here:)
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Posted
almost 4 years
ago
by
michalis
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
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Posted
almost 4 years
ago
by
michalis
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
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Posted
almost 4 years
ago
by
Eugene Loza
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
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Posted
almost 4 years
ago
by
michalis
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
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Posted
almost 4 years
ago
by
michalis
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:
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Posted
almost 4 years
ago
by
Eugene Loza
A new Free and Open Source game made in Castle Game Engine: Kryftolike – a hide-and-seek roguelite game where the Player hides from monsters and seeks treasure in an infinite procedurally-generated map. Danger awaits around every corner. Source
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Posted
almost 4 years
ago
by
michalis
This video shows how to install FPC and Lazarus (Pascal compiler and IDE) using FpcUpDeluxe. This process is also documented here. The video shows the process on Linux, with some Linux-specific details (like setting up symlinks in /usr/local/bin).
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