Skyline Gen2 – Terrain Development February 2017

Hello Fellow skyline game devs,

This time we have some great news about Gen2 and the new terrain system that is being developed. The past week has shot past but within it we managed to really shoot forward with the terrain system and managed to add a good portion of the features Gen1 had.


Continue reading Skyline Gen2 – Terrain Development February 2017

Raising some money to get some assets for skyline!


We have thought long and hard about what we want skyline to be like for a new user and how it should work for them.
One of these things is having ready to use assets that the end user wont be restricted with and will be able to export their
game with the assets included.

With the new Game Object System, populating the system with assets that allow users to click and create scenes without much effort
and be able to export it to send to their friends or sell the game without having to deal with licensing the assets and setting them
up themselves.

We are in contact with a model company at the moment and are working towards a lucrative deal with them that will allow the users
of skyline to play, test and create their games without any major restrictions. We also have plans to get some contracted assets
that will be skyline’s very own and populate the asset store.
If we have more assets, then the asset store will be upgraded to match the rest of the engine and also link through to skyline for
purchasing and downloading assets easily.

And to top it off, with the looming steam release sometime this year, we want the engine to be as populated and complete yet easy to use
and fun to play with as fast as possible.

Here is the Go Fund Me page link:
Please click the image below to goto the page or click this link: GofundMe – Skyline Game engine – Asset Fund
Clipboard Image

If you want to donate through paypal instead, then click and follow this link:

Gen2 Release Private Alpha – v

GUI Editor Return’s

The functionality of the second generation of Skyline is returning in leaps and bounds as we see the return of the GUI editor (featured image) with new and improved features that make it easier then ever to create graphical interfaces, HUD’s and more.

The GUI editors now includes the dragging of modules into the editor that increases the efficiency of the work flow even if you are new to HTML and CSS.

When you first open the GUI editor make sure to create a new document “GUI Editor > Main menu > File > New GUI”, it creates a .rml, .rcss.

In addition to the GUI editor we have the new game objects system that makes creating your scenes not only quicker but efficiently allowing you to place your level content.


The Game Objects System

New Level Tools

Continue reading Gen2 Release Private Alpha – v

Gen2 – Development Update (21st January 2017)

It has been a while since the last blog post with none stop work and late nights to get the second generation of Skyline bugs fixed  before the Christmas holidays.

Since Skyline Generation 2 went into private alpha and there have been many bug sessions and most of them have been worked out and we are getting very positive feedback from our commercial indie users.


Here are the highlights of what has been going on behind the scene:

  • Skyline Generation 2 in Private Alpha.
  • Terrain System
  • Script Editor
  • New game object system & new level design tools
  • Customer Service
  • Steam GreanLight
  • API Server
  • Documentation

Second generation of Skyline Game Engine

Gen2 Logo

We have been overwhelmed with the positive feedback form our commercial indie users, the features of the PBR (Physically Based Rendering system) and with other features the 2nd generation brings to the table.

Continue reading Gen2 – Development Update (21st January 2017)

Gen2 Demo Game part-3 (Code Name The veil)

Hi Friends,
For the next gripping installment of Skyline Gen2 demo mini game we are going to start using the code name – The Veil. 
We do have a bigger game IP in mind and have been waiting for 5 years to finally get started on it. So we decided that as Gen2 looks and runs great we could finally start working on our own game, obviously this would have to be in between the many tasks that Skyline calls upon us to perform.
So the gen2 mini game now to be referred to as “The Veil” will be a test bed for atmosphere, the main game mechanics and performance loading.
In this game update we will uncover the new Gen Post Effects.

Continue reading Gen2 Demo Game part-3 (Code Name The veil)

Skyline Gen 2 – The first Demo level!

Hi Friends,

Been a while but back into full development mode for me, SP has been doing a great job with all of the low level rendering upgrades whilst I have been dealing with other issues that life and the universe throws in our path.

Ok what have we been up to?
To find out more and to look at some nice in development level screen grabs please continue reading 😉
Continue reading Skyline Gen 2 – The first Demo level!

Skyline Gen2 – Material Editor & PBR Overview

Hey guys,

Well, we have a treat for you today. Do you want to see the new material editor and PBR workflow for Gen2 Skyline?
It just so happens that we have created a spoken video taking you through the PBR workflow and the multiple workflows that can be used within the modern skyline renderer and create a few materials that showcase the featureset in its finest.

Continue reading Skyline Gen2 – Material Editor & PBR Overview

What’s this…. Oh right…. we have internet!!!!

No more dark ages…….. some people from a modern civilisation known as engineers have transported us to a time where everyone seems to be connected in a world of wireless signals and radiation lol 😛 So what does this all mean… Well, We finally have the internet again and it feels good!! 😀 😀 😀

I must admit, being without internet or connection to the rest of the world has its privileges and leads a slower, less stressful life but it has many downsides especially when you are trying to create a software for the public that requires uploads and downloads and tech support to help our fellow users.

Originally we were meant to get the internet last friday, but we only received it last night (monday) around 6.30pm at night. As it goes, we ended up getting messed around by the company which they say it should be installed within 15 days and it took 26 days…. oh well. at least we finally have it haha 😛

All that remains is routing an ethernet cable up to the studio for a solid and fast connection on the main dev machines. I would say that should be all thats needed for us to be connected and develop as we were but i don’t want to jinx anything lol.

So, see you all on the forums in the next day or 2 :)

Quick Update – July 2016

Wow, its been so long since i wrote a blog letting everyone know how things are going with the development of the skyline game engine. As i sit in the baking summer heat of 36 degrees and sat in the top floor of our new house overlooking the fields with a minimal connection to the internet.. i think to myself… what has changed with skyline.

The answer, a lot…….

The new renderer has come leaps and bounds as we changed codebase which broke many ported features but after some time spent fixing these, we now have the start of a terrain system working with full PBR. It has a few bugs which make it not usable for public. Currently the editing features are being built as we can only generate a tile so far, but the framerate and shadows look amazing..

On top of this, gui is complete and the material editor is coming together and the engine itself is feeling more stable in the core.

We are awaiting our connection to the internet which should happen this friday with any luck and i can upload some pictures of where we are.

The current version of skyline is also being developed and fixed with a few users requests, once the internet is solid here, then we can look at another release to fix some of the other problems you are having.

To new users of the community and to those who have recently purchased and those that have been long standing users, we are sorry for the lack of appearance and we are doing our best. It isnt usually like this and will improve in the time to come :)

Enjoy the development on your projects 😀

Development Update – May 21st 2016

Hey, its been a while since we wrote a blog for you guys and we just want to keep you informed of current developments and how things are going.

Well, as some of you are aware, we are having to move house in a month which is very tough for us as it was the anniversary of our loved one we lost last year on the 18th May and we have an inquest no the 23rd of this month also. At the same time, our landlords decided they wanted to sell our home which means we have been frantically trying to find somewhere else to live in such a hard time.

By no means, does this mean skyline is not getting developed, but it does mean there is less time to work on it as there was before as we are out most days visiting houses, filling paperwork in and also dealing with the events of this month. One could say life has really kicked us in the backside this past year and we are trying our hardest to keep things moving.
However, having the support of our userbase is a huge thing to us and the support we get of you guys keeps us going each day. So thank you!

As for the main jobs of skyline at the moment. Hannah is filling up our greenlight page while i am integrating SteamWorks into the Skyline Game Engine, but recently it has been discovered by a few users that the End game that is exported through skyline is not as good as it can be.
This means i have switched tasks to now working on bugs and stability for the game exporter so certain users can release their levels to the public to really show off skyline which we are looking forward to.

Many things have been fixed and a release could be a week or 2 away now, so i wanted to show what things have been added, updated and fixed to keep you all up-to-date and to show that skyline is STILL DEVELOPING and we will not be stopped by anything! lol 😀 😀 😀 😀

Continue reading Development Update – May 21st 2016

Skyline Game Engine V0.9.7.7 Release

Hi Friends,
After moving heaven and earth we have fought off the hordes of invaders that have threatened the sacred lands and the modules of power have been gathered. But seriously its been a long time in  getting to you, we are now happy to present new Skyline Update

This update has many module editor improvements and loads of new modules to make the visual mechanics system fully usable. We have put the new modules to good use by developing a new powerful FPS System which is not only expandable for Skylines core but easy for you to customise and adapt to your game. So without further ado lets take a tour of some of the new features you have now got in your new update.

Continue reading Skyline Game Engine V0.9.7.7 Release

Skyline Development Log : April 2016

Hey, We have had a request for a new blog on the development of the engine.

A lot of the engine is working again, but we are experiencing some strange errors and bugs which are taking some time to get fixed and working with the Ogre3D team to iron these out.

However, overall the engine is getting close for an alpha release. We have decided that when we release, both versions of skyline will be given out as certain sections of the new renderer are not as stable as they could be. We are still developing both versions the best we can to provide you with an engine that is working and an engine that is faster, some better visuals etc…

So this weeks work has seen the return of the mesh editor and the gui editor in the new renderer and navmesh is now underway. However, speaking with the Ogre3D team, they have suggested rewrites on parts of the engine which use a slighly imcompatible feature. It isnt big work to replace, but does add a bit of time consuming.

Continue reading Skyline Development Log : April 2016

What a busy week!

Hey Friends,

What a busy week this has been which is why we haven’t been on the forums as much. At the time of writing, i am sat in our livingroom recovering from a wicked club night out in our local city which went on til 4am lol 😛

One of our family members had a birthday this week and we were taken to Drayton Manor in the UK which is a theme park where we went on thrill ride after thrill ride.

I mention these because we have been quite absent from the forums this week and we apologize if anyone needed anything urgently.

Since it is easter weekend, we are deciding to rest and enjoy some time with the family as we recover from the busy week and get ready to start afresh on the monday.

So thanks for everyone joining in recently and we will keep you all informed of progress when we get back to it :)

Happy Easter!


New Renderer Update – GUI Systems Restored

Just a quick update. We are still working hard getting this new renderer up and running and have finally restored the GUI systems for the console in the player and the system used for “ui.function()” in lua.

The main librocket system is now rendering in both GLSL and HLSL but only has an error on sliders in hlsl so far which i am spending a bit of time to look into :)

So its still going well and we are getting there with getting an alpha ready version but still have a few big tasks to tackle yet hehe 😛

Oh well, thanks for keeping up to date and reading.

Your Dev Team 😀

First: DX11 Rendering

DX11 Rendering

Second: OpenGL3+ Rendering


OpenGL3+ rendering

New Renderer Update March 2016

Hi, Its been a while since we last wrote a blog on the new renderer but we have been making some noise on the forum with screenshots and videos that you all may have seen already. If not they will be included in this blog.

I want to talk to you today of the realistic development time that has been taken up and will be taken up again by the new renderer upgrade. On one hand it all feels like its going really well with many major features back in the engine, and then there are those tasks which seem or feel impossible to get through. Terrain is one of them for me! It feels like every time we make a bit of headway on the upgrade from the old system, we are sent hurdling back miles due to something just not working.
There are a lot of cool features back in though like large amounts of assets, large numbers of lights, etc…

Continue reading New Renderer Update March 2016

Back to Development!

After our saturday incident of having a chimney fire, which was very close to losing everything apart from skyline source. We are now back to development, we have fixed what was damaged and cleaned all the mess up and have successfully resurrected both main Dev machines to full working order. So What’s happening next:

Well, Hannah(StarFire) is still pushing onwards with the mechanics and as for myself, i am still working on the port to the new renderer which as we said is going to take a little while to create and get the engine back to working order. This means i will be starting a new task on the older version of skyline and improving the Attach and Detach system to make it easier and its workflow a lot simpler. At the same time, we have plans for a few extra features in the same region.

Once we have done this, we will be looking at releasing a new version which will be V0.9.7 (Release 7). I just want to make it clear that this release will not be the upgraded renderer as it broke many features in the engine and all of them need upgraded and will take some time.

So, there we have it and our current plans. We would like to thank everyone who is still involved in the engine and thank you all for being patient in this currently slow feeling development cycle, which is not going slow; as there is loads being done. Just none of it can be showed or given to you all yet!

Keep it up everyone and Thanks for reading :)

Continue reading Back to Development!

Skyline is now running with DX11

Hi Everyone,

We have got a small but great piece of news to share.
With today’s efforts, Skyline is up and running with DX11 despite missing many features and code as we have had to rip the engine to pieces to find the parts that can be upgraded to the new API code. Its taken 2 weeks to strip the code and convert to the newer Renderer version but we have successfully got the first renders in the scene using DX11!!!!!!!!!

Already we have shadows working using PSSM, which offer a much better resolution shadow and one that does not distort when the camera looks up or down creating a cleaner render of the scene.
This blog is simply to keep you all informed of the progress so far and there is not really much we can show atm until we get the main asset import pipeline working again in which we will be showcasing the new Physically based rendering by creating a set of materials that look … well.. physically real lol 😛

Its a slow job, but we are heading towards the end goal we are all wishing for.

StarFire is still working on the version of skyline you are all running improving the Visual Modules and developing the Game Object Toolbox which is designed to get the mechanics for many games quickly and easily with a high level of customization using the dynamic Properties.

Ok enjoy your developments and see you all next time.

Happy New Year!

Hello fellow Skyline Developers.

We hope you enjoyed the holiday festive season as we certainly have. Its been good to take a break, relax enjoy the festivities and think how the next year of skyline is going to go, which there is a lot to do this year.

One of our starting jobs is upgrading the renderer to DX11, OpenGL 3+ and adding new HDR pipelines with PBR(Physically based rendering) and IBL. This change however is massive and is going to take some time and we will be updating the current version of the engine at the same time to keep new features going out for you all to play with.

Over the holidays, we have played games such The Witcher 3, Dragon Age: Inquisition and have been looking at levels of rendering and we have taken note of a few things to enhance our current outdoor visuals to make skyline look better.

On top of this, we still have work like networking, lightmapping, Android, scene editing & grouping etc… and much more to create a complete toolset, but with the support of all our community, i am sure we will get there.

Networking has took a backseat yet again due to more important tasks, but this does not stop games being made using this feature until it is ready as there are many aspects to all games that need worked on and covered.

Lightmapping has been looked into, but we will be building this into the new rendering system instead of the current one, but in itself it is a large task.

There is a lot of research to do on all these modern rendering techniques and we have sifted through many a website and white papers to understand the complexities of these systems.

Anyway, Its good to start the year with a new blog and we wish you all a Happy new year and hope that all your projects go smoothly and that everyone can spread the word about skyline to bring more users and supporters :)

Thanks again 😀

Dragon Rider VR

To see the two of us jumping around like children at 3am in the morning must mean something positive and significant happened to us. It was one of those moments that empowers us to keep pushing forwards even when we don’t feel like it.

So what am I talking about? well just best I start at the beginning……

In the beginning.

As you all know we have been developing Skyline with the aim to be able to make releasable games quickly.  Every now and then you get a glimpse of this power but then it’s generally quashed with so many problems that we are thrown back into deep development awaiting the day we can attempt an idea again. Last week was thankfully not one of these times.

This quick journey was started five days ago on the back of the 0.9.7 release when we were asked to create a demo for the OSVR headset. we thought yeah we can do that, then we realized we only had a week left to finalise the OSVR Skyline integration and create a complete stand alone game package eek!


The demo idea was broken down into five stages and we discussed what we could possibly achieve for each stage. We knew early on that our vision would have to be watered down a little and made into a realistic goal. These stages were then shoehorned into the week ahead but necessarily a stage per day as all tasks were juggled in between other jobs and we tackled only what was needed at that moment to keep the project moving forwards.
Our idea was to create a fantasy flight on the back of a dragon through a huge landscape filled with dragons and mages who would try to stop us reaching our destination, great idea for a game too 😉

Continue reading Dragon Rider VR

Skyline Game Engine V0.9.7.2 Release 2 Out Now!

What a couple of weeks it has been since the last update. We have created a full VR Demo using skyline and exported for you all to try and we have also just released a new version of skyline tagged with V0.9.7.2 that has many fixes over the last release and we have many new features as well :)

So what have we fixed then; well, we encountered many of the bugs you users have encountered over the past weeks when developing this game and really gone to town fixing them.
This means the Duplicate bug is now fixed as well as the move bug which acted similar and we also fixed many others which you can find the changelog here: V0.9.7 Full Changelog

When the auto update was released, we did have a few problems getting it upgrade and there is a forum post dedicated to this:
V0.9.7.2 Forum Release

We have improved many features but on top of this, we have the major news of announcing:

OSVR is now integrated into the Skyline Game Engine!

You can make beautiful immersive games for anyone who owns an OSVR HDK which are available now:

Continue reading Skyline Game Engine V0.9.7.2 Release 2 Out Now!

New V0-9-7 Release and moving on development

I decided to write a new blog to talk about the new V0-9-7 release and what this entails for future development. This blog is a couple of days out from the release but we have had to take a couple of days out for a famity member that went into hospital, but they are fine now :)

So We have already seen about the Visual modules and the SceneEntityCount(catch up here: visual mechanics in v0.9.7), but we have not talked about the new update system and the way we want to handle releases for the future. Up to this point we have been releasing large changelogs after multiple weeks with a new version of skyline which may at times feel like it takes a long time to get a release. It also makes people wunder whether the development of the engine has slowed down or not. What i can say is that we are always developing skyline and are probably pushing harder than ever when it comes to times like this where the release does not happen for multiple weeks.

Continue reading New V0-9-7 Release and moving on development

Visual Mechanics Engine in v0.9.7

It’s been a long time in development but we are happy to announce Skyline has had a major new addition to the mechanics scripting system in the form of the Visual Mechanics Editor ( Visual Modules ).to be released in the Skyline version 0.9.7 version. This new editor enables users with zero coding knowledge to be able to create dynamic scenes and games, not only is it not Scripting! its a fast and error free method with only a small learning curve. Once you understand the flow of the graph then it is possible for you to create almost anything by wiring a few blocks ( modules ) together. The system has been designed from the ground up to be a visual tools and as such all wires and modules are color coded for easy overview.

Continue reading Visual Mechanics Engine in v0.9.7

Chimney Stacks and Studio Renovation

We may not be 100% on the forums over the next 2-3 days as the studio chimney is being redone as it is falling down inside and with the impending winter which the news says could be a cold one, we want to have a working fire again. This means we had to strip the entire studio of all equipment and tables, oh what fun lol 😛 We have updated the laptops with latest builds of skyline and will find time to continue development and answer forum posts.

While we have the room pulled apart, we will be redoing the room to become more arty, creative and clearner by being less cluttered from years of game dev, wires for audio and everything else lol 😉 We feel to have a room which is creative will create the work to be more creative.

Back to development

Well new blog on a new day! Since it was StarFire’s birthday on Sunday, we decided to take a little bit of time to enjoy ourselves and then some time to recover from those good times lol 😛 It was a well needed break while we have been developing skyline flat out, but we are now going to get back to it and try and finish up this release.

Currently i myself am adding in a JSON implementation that will be easy to write simple human readable text files, perhaps this system would be good for inventory data, save files for your games and anything else you crazy devs can come up with. :) In between this, i am integrating OSVR into a seperate build as we now have our own OSVR HDK’s which we will be blogging about soon. So stay up to date with latest news for that one. There are also many problems users are having and we are working along side some of them to try and fix their problems.

StarFire is focusing on the new Game Mechanics editor trying to add the last needed feature for the release and at the same time is developing new mechanics for all you cool folks!

Over the past couple of weeks, there have been some mechanics and scripts go up on the store, so we would like to see much more content generated for the store even though it is long overdue for a gfx overhaul. But we say keep it up everyone and to ourselves and skyline will start to become a bit of a monster engine 😀

Thanks again and keep developing :)

Free Version Installer Update

Hey all Skyline Developers and new users that have yet to try skyline.

Over the past few days, i have been working closely with one of our special users by name of TattieBoJangle who really helped us as he created a brand new installer for skyline that is superseding all installers we are currently using. Many people were downloading skyline and failing to get a successful download.

Continue reading Free Version Installer Update

Mechanics – Action based Activate Message

All games need some sort of interaction with the player character. So far in Skyline we have the new character scripts to make it easy to get started with your character development but how do we make the character interact with items in the world and present feedback to the player.

Sensors, triggers and distance calculations are all tools of the mechanics developer. These widgets provide the means to send system event to the players scripts and actions where the developer can add their own code to make something cool happen when one of these events are received. Skyline has access to these cool event toys, both in action form and in Lua plus the forthcoming visual mechanics system. I have seen some cool Lua code that a few users has written to create player interactivity and though I would give it a try without using much Lua script and focusing on the available actions.

Continue reading Mechanics – Action based Activate Message

September 2015 Development

Wow just finally got a few minutes to get a small blog out to let you guys know what we are upto. So much has been happening lately and we are not getting any time to lift our heads and take a look at the world around us. Just seen the trees outside starting to change colour so this must mean the end of our very wet and windy summer. Generally summer is a time of slower development, what we did not get that memo!! Flat out all the way for us, slaves to the Skyline Goddess for sure.

So what does this mean for you? We have been cooking up some cool new user front end to the visual mechanics system, and it now looks the dogs dangly bits some thing I think you will be proud of. Many bugs and workflow usability stuff has also been worked on making the visual mechanics a new Skyline feature. There are still a few more tests and new modules to create but it will be released in the next update.

Talking of updates, we are also trying to get a 64bit version of Skyline ready so you can take advantage of the unlimited scene object count, no more “Sorry you have reached the max number of scene entities!” Big scenes are a thing of now, so big ram users can now truly benefit from their systems. The new scene object pool has also make Skyline more ram friendly as it now requires less startup memory. This has been a huge change to the core code base and a lot of time in making it stable but in doing so makes Skyline even more fun to use.
Also the update has many new fixes most of all it works with win10 ( LOL what a joke! ). What time we had off has been spent fixing our PC systems to keep them running after the win 10 update, there has been so many tears and paddies as the systems decided to slowly crap out and self implode lol!

We have been improving the character system actions such as “weapons shoot” and “Damage” to make a cool Third person shooter system. So you will be able to quickly get a TP shooter
character running around your level. There is so much still to do with the character stuff and depending upon time to release we will get in as many character features as possible. I will post a blog about the character development soon and chat about some of the problems game developers can encounter when creating their own third person character systems. This will be just reference for you to read as we have done the hard work for you. 😉

uh oh! the sound of my chains being rattled, the oracle has noticed me missing from my developer station, better sneak back before my absence is reported to the Goddess. See you next time, happy Skylining! 😀

Development Blog – Completed SceneEntity limits (with code)

Well after many countless hours facing the beast at skyline’s core, i have managed to tame and retrieve all stability back in the land. Really lol, what we mean by this is that we now have a fully working and tested sceneEntity unlimited(over 10,000,000 allowed) count that will be available in the next Skyline Release for the commercial version.

As i mentioned in a previous blog, skyline was limited to only 1000 sceneEntities in the free version and 4000 sceneEntities to the commercial version due to memory limitations running out if the number was too high. Now you have many(unlimited for commercial) amount of sceneEntities at your disposal to create your modular scenes.

Continue reading Development Blog – Completed SceneEntity limits (with code)

AI – Dynamic Scripts Progress

Animal Evade

Had some time to settle down and get some of the character scripts developed. Spent some time on the animal evade script, I had made one in the past but some how it wandered out of my library and got lost. But this was for the best as I had the chance to re-write it and made a better version that could easily be changed into a predator chase script.

So the main thing for an evasion script is to be able to first detect the closest predator target and then through some vector magic be able to steer the character controller in the opposite direction to the chasing turning direction. This ensures that the evading animal always moves out of reach of the predator.

Continue reading AI – Dynamic Scripts Progress

Character Development – Import a Fuse Character into Skyline Part-2

Welcome to part two of this exciting installment, well may be not that exciting but with this knowledge you will be creating some exciting games with your new characters taking center stage.
We have already looked at how to get our characters from Fuse to the mixamo website and back to the computer complete with animations. If you are unsure what this is all about I do recommend that you read part 1 of this tutorial to bring you up to speed, as in the following sections we will be bringing life to your creations and have them running around inside your Skyline scene. Piece of cake! no really, its not that hard I will show you how.

Continue reading Character Development – Import a Fuse Character into Skyline Part-2

Character Development – Import a Fuse Character into Skyline Part-1


Skyline new and improved asset workflow also gives you a speedy import pipeline for your characters, although the best results are gained by using FBX but the other formats still can bring success generally with a few extra steps in the import process. So in this tutorial we will be working with FBX models from a well known character development toolset – Mixamo Fuse.


Many of you will already own or if not, will have seen the Fuse character toolset out there in cyberspace. Fuse is a friendly tool that will have you making characters from Urban city folk to Zombies, Orcs and Dwarfs etc. You can get a free version which will be great for this tutorial as we will be covering importing into Skyline rather than creating your own character as there are many tutorial on this out there. Download Free Fuse here!

Continue reading Character Development – Import a Fuse Character into Skyline Part-1

New Skyline Release V0.9.6 – auto update

Well after many weeks of pain and finally getting back into development, we have the new release which features the new material system and particle system which have both been rewritten.
We have also added a new prepare folder for skyline option that speeds up the asset importing pipeline many times over.

See the changelog here: Skyline V0.9.6 Release notes

and visit earlier blog posts for the rewrite developments.

Thanks again for using skyline and we hope you upgrade to this new version and continue to support us :)

Development – Rewriting the material system – 03 Final

Well, i have finally managed to get around to writing this blog of the final installation on rewriting the material system for skyline which there is much too talk about from texture drag and drop to baking or sharing materials and quite a bit more.

To get started, there are a number of features i would like to cover with you that have been implemented into the system or written from scratch.

Continue reading Development – Rewriting the material system – 03 Final

Artists Guide to Lua Part-2

Ready for the next installment of the Lua introduction tutorial, “Oh no not more learning” I hear you say. A few more basic bits of information then we can just dig in and get our hands dirty with some practical examples and get you making dynamic Skyline scenes.

All this information will be repeated over and over again in the upcoming practical examples, but don’t worry about terminology as it’s more important to know how to use the features and what they do rather than know what they are called.
Continue reading Artists Guide to Lua Part-2

Skyline Game Showcase – RC Helicopter WIP 01

This time we haven’t got a development feature to show you, but we do have the very first game showcase.

The game’s current development name is “RC Helicopter”. RC stands for Radio controlled. We know this isn’t radio controlled but the craft modeled is alike to a real RC heli version.

What the idea of this project is to create a level where you have to fly through a certain amount of pickups in a certain amount of time which would be the flight time of an RC Helicopter’s battery life. If you have ever flown one in real life, then you will know that they usually last around 5 minutes.

Continue reading Skyline Game Showcase – RC Helicopter WIP 01

Artists Guide to Lua Part-1

Skyline uses the industry standard Lua with most of the standard lua features available. On top of this Skyline ships with a large set of interface libraries providing script access to many of Skylines core features to enable you to leaver the most out of the toolset.

“I am not a scripter and never really got my head around code.”

“I am not a scripter and never really got my head around code.” We hear this quite often as many people we have met are art driven, but being just an artist in todays game development environment can slow you down with seeing your ideas come to life. We developed Skyline to be as artist driven as possible as we don’t want to spend ages scripting, but there are time when you just can not get away without some code!

This is where I see you run away screaming you won’t get me coding!

This is where I see you run away screaming you won’t get me coding!
Continue reading Artists Guide to Lua Part-1

Skyline Particle Editor Part-2

Well after much effort and fighting the general day to day tasks I managed to get enough time to complete the first phase of the particle editor. Whilst making the final changes we had a meeting to discuss our user recommendations and decided to give the task a bit more time. I know there are some of you who will be very happy to hear that the particle editor is way more friendly to use and will encourage experimentation which can now be saved with the scene, not just to a file.

The particle workflow is now very intuitive and can have many variations without the need to save to a special particle file if required.

Continue reading Skyline Particle Editor Part-2

Skyline Website Update

Some time has been allocated to spruce up the main Skyline website, well mostly the front home page. Now you can scroll down for some information and a new slider image was added. The new information is related to our OSVR partnership and integration. Over time we aim to get the home site looking better and have more information to help passers by gain insight into our Skyline game engine and what it can do for them.

If you would like to see what changes have been made head over to the Home page and scroll down : Skyline Website

Development – Rewriting the material system 02

With our internet crisis seeming to be resolved, I have decided to write another blog on the development of the new material system which we are rewriting due to the old one being to hard to use. Please read the first blog post to get an idea of the new system design here

In this update, we have very good news on the development as we now have what looks to be a usable system. By this, i don’t mean that it is usable by an end user such as yourself but more-so usable by us developers which signifies this system is worth completing and developing further. We call it a prototype.

The system now allows for any sub material to be changed simply by dragging and dropping the material of choice from the asset manager onto the submesh slot.
This then changes the “Material Sub Data” property to store what material is assigned to what submesh as all the “Material” button does now is opens the new panel which displays all the sub materials associated with the sceneEntity.

Continue reading Development – Rewriting the material system 02

Slow Internet…..

So, we have got a couple of blog posts to write up, some with a video but our internet speed has been crippled as we have a “major service outage” as said by BT(our ISP).
With some luck, we hope to have it back online by thursday.. we hope lol.
Just wanted to keep all you readers up to date :)

As for development, the particle system is coming a long way and the material system rewrite is starting to look promising.

Till next time then… happy developing.

Skyline Particle Editor Part-1

Whilst developing a simple game for a tutorial ( more about this later )  I noticed that you could not easily attach a Skyline particle to an object! like you can with the Particle universe type.

The SkyParticle was an early system designed before the modular actions when everything had to have its own base class. This needed to change!

We now have a upgradable SkyParticle action which can now be developed and expanded but most of all is easy to now add any skyparticle effect to your game objects. Think of ammo crates with  its glowing “I am over here” effect, just add the skyparticle action set the file and away you go.

Whilst working in this area I will make it more obvious how to edit your effect, I hear your cries of “about time!” So I will put aside some time for tidying up the particle editor and incorporating some of the ideas you guys have suggested 😉

Development – Rewriting the material system 01

Another day and another blog on the development of skyline.

We have decided after working closely with our users that the current material system is not efficient enough and requires too much work in order to get your assets into skyline and ready to use in the game. This is caused by material files containing multiple materials inside them which ends up with duplicate resources when sharing meshes with the same material names.

Continue reading Development – Rewriting the material system 01

Aurasoft UK (Skyline Game Engine) are official partners with OSVR

Over the past few months we have been in contact with the VR industry driven open source initiative known as OSVR to integrate their technology into the Skyline Game Engine to enable their new product called the Hacker Dev Kit(HDK available in July 2015) and all other HMD’s in their supporter network to be compatible with Skyline to create fully immersive 3D games & applications.

What is very interesting is that most hardware that supports OSVR will also be compatible with Skyline. This also works the other way around where the content developers supporting OSVR have another technological avenue to support their software development.

To further the interests of VR and Game Development, Aurasoft UK is now an OSVR Partner.

Continue reading Aurasoft UK (Skyline Game Engine) are official partners with OSVR

New Skyline Development Blog – The Written Journey Begins


Hi Friends we have decided after a few community requests to set up a development blog to post our current tasks and musings.

If we come across any interesting technology or art information that would be of use with game tech or it just floats our boat we will write about it here. So basically anything from game development to art and imagery, well that is the plan and you know what they say about the “best laid plans etc….” lol

We decided to go for the blog route rather than posting to the forums (here: Skyline Forums) as it enables users to browse any previous articles and we think it will be more time effective for us.