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 beenย 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.ย 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 ๐Ÿ˜› 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 ๐Ÿ˜‰ 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 ๐Ÿ˜› 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 ๐Ÿ˜€

Thanks again and keep developing :)