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Author Topic: Ptakopysk - C++ game prototyping framework  (Read 9361 times)

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PsichiX

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Re: Ptakopysk - C++ game prototyping framework
« Reply #15 on: August 17, 2014, 11:44:50 am »
This time: step-by-step article about how to code your first custom component to work with game and IDE - keyboard input controler as example! :D
http://ptakopysk.psichix.com/custom-components-and-code-side-of-project/

PsichiX

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Re: Ptakopysk - C++ game prototyping framework
« Reply #16 on: August 31, 2014, 04:31:37 am »
Hi game developers!

After a long time of polishing IDE and framework, today i released (i hope) very stable version of Ptakopysk Toolset.

There was a lot of changes, mostly in IDE (like whole plugins management, including rewritten Scene View plugin template, and another small but very important changes to optimization). Framework got for example a new SpriteAtlas component and SpriteAtlasAsset that provides a way to use spritesheets in your games, and Assets manager now can handle custom assets defined by user (custom JSON/text/binary/whatevah files to use in your game, embedded in game bundle, editable in IDE).

And one great change – now you don’t need to have Bash executable to use IDE, whole Bash scripts dependency in IDE is removed and replaced by templates scripts that do the same thing as Bash scripts! :D

DOWNLOAD LATEST RELEASE TODAY: https://github.com/PsichiX/Ptakopysk/releases

 

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