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
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
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! 😀
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)