We have just released Gen2 private alpha version v0.9.8.12 to the commercial users who joined our program.
It features many new fixes and updates to several editors such as the Material Editor, GUI Editor and Path Editor.
This is called the interim release because we were upgrading the core renderer but we encountered some strange issues that we had to backtrack on. So this release is to get some of the changes out like the new multi dynamic property sheets per entity.
Here is the release log: http://www.forum.aurasoft-skyline.co.uk/viewtopic.php?f=62&t=1960
Now that this release is out, we can focus on getting the core renderer working again and get to the next update which will feature some really cool bits like point light shadows etc…
On another note we are very close for Gen2 becoming a public alpha so all users can try and work with the engine. This will still only be for the commercial users of skyline still.
Thanks for reading and have a great week! 😀
We are proud to announce that the Steam Green Light campaign has been successful and we are now greenlit and ready to proceed with setting the engine up to go on the steam store. We were also greenlit in only 8 days which in our minds is an impressive time to be greenlit in. This has been a great milestone for the development and after years of hard work and listening to the community want and needs, we pride ourselves on getting constructive feed back from our community that is helping for us to develop the engine for the development community as a whole.
Now that we are Greenlit we have set a date for the Steam release to be Mid-Late 2017(more to come on this), this will give us time to get all of the features back into Gen2 that we had in the 1st generation and create a stable platform for game development and more.
Steam greenlight link: http://steamcommunity.com/sharedfiles/filedetails/?id=412077459
Continue reading March Recap – Steam Green Light, Terrain and more
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
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
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
If you want to donate through paypal instead, then click and follow this link:
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
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
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 😀
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 0.9.7.7.
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
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 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
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
Second: OpenGL3+ Rendering
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
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!
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.
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
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: http://www.osvr.org/hardware/buy/
Continue reading Skyline Game Engine V0.9.7.2 Release 2 Out Now!
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
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
So, this week has been a bit of a strange one when it comes to developing but all good things are still happening. Our chimney is now fixed and the studios rooms are now decorated with a new tin of paint and the room is looking a lot more fresh and up to date hehe.. but no equipment is back in just yet.
Continue reading October Development Blog
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.
Hey all, This blog update is about the overhaul of the sceneEntity to now using a highly efficient object pool and the upgrade of the external script to the form of an action like the microscript.
Continue reading Development Blog – Upgrading the SceneEntity Array and External Scripts
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
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.
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