Gen2 Interim release v0.9.8.12 + May recap


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! 😀

Gen2 Release Private Alpha – v 0.9.8.9


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 0.9.8.9

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 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

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!

DragonRiderVR_01

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: http://www.osvr.org/hardware/buy/

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

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 :)