Friday 30 October 2009

ON THE MOVE

The Rokon Game Engine Blog has moved, there will be no more posts here.

stickycoding.com

Almost Done!

Okay, so my game demo has been out a couple of weeks.

I got the full version on the market the other day, and it's doing well. I am fixing up the last few bugs that have appeared, and then we are back to the engine!

The engine should be updated online, by the end of next week.

Thanks all for being patient! :D

Sunday 18 October 2009

My game release

So, I've been beavering away, and finally got the demo version of my game out. Things are taking longer than expected - and unfortunately that means even more delays for the game engine :(

I'm almost there with the full version, once I've got this out of my system I can leave it for a little while and concentrate on updating the engine online, and beefing it up ready for my next project.


If you fancy having a play, or want to see what the engine is capable of...

Tuesday 6 October 2009

Not given up!

Hello all. It's been a little while since the last update, but don't worry, lots of things are happening.

I've been working on my game - which has brought many new things into the engine that it needs.

A lot of the vertex / texture handling has changed, to speed things up a bit. Memory leaks have been completely wiped out now.

I've also worked in a loading screen, a very easy to handle game pausing system, and a way of making sure that a group of your commands are handled at the same time by the engine (freezing/unfreezing the drawing loop). Key and trackball events are now handled. I have also implemented a few functions to handle someone pressing the Home button, and keeping your game alive in the background.
The major feature of the next update will be an XML-driven menu system. It isn't finished yet, so is what is holding the update back, but it will be worth it. You can create very polished, very easy to manage game menu's - the transitions between menu's are handled by setting a single XML attribute. I decided to build this feature in because of the trouble I had in building my own sexy-looking menu system, I realised that if I needed to change it significantly, it would be a LOT of code to rework. By handling it all in the engine, new menu systems can be built in, literally, minutes!


Also, thanks to those of you who have been emailing in little bug fixes and alterations, I really appreciate it, and your code will be included in future version :)