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Author Topic: 2D Game Construction Kit - updated to v. 0.6.0.8  (Read 26876 times)

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cfrankb

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Re: 2D Game Construction Kit - updated to v. 0.6.0.8
« Reply #30 on: August 14, 2018, 12:42:50 am »
What's new in LGCK 0.6.0.8 ?

*** 0.6.0.8

- EDITOR: added portable option to package bundle (windows)
- EDITOR: added export game UI dialog
- EDITOR: added manifests to satisfy windows app cert kit
- EDITOR: new warnings for no player and no goal
- EDITOR: lgck-builder and obl5edit can now be associated with files
- EDITOR: tigher integration between lgck builder and obl5edit
- EDITOR: overlay options exposed in UI
- ENGINE: SFML runtime completed
- TOOLS: migrated gui to qt 5.10.1
- BUG FIX: ScriptWiz displayed incorrectly in Windows
- BUG FIX: uninitialized font causing game to crash (critical) introduced in 0.6.0.6
- BUG FIX: export game wasn't including musics
- BUG FIX: testing empty level was causing a crash
- BUG FIX: background color displays incorrectly in editor
- BUG FIX: level shows completed before starting
- BUG FIX: toolbox disappearing on minimized


*** 0.6.0.7

- EDITOR: builder can export sprites (obl, png)
- EDITOR: runtime integration with the IDE
- EDITOR: improved LGCK builder performance on low-end hardware
- ENGINE: new level event: OnIntroDraw
- ENGINE: snapshot_clear()
- LUA: System Call - ss_notifyAll()
- TOOLS: Updated the gui to run on qt5.7 (replaced qglwidget w/ qopenglwidget)
- TOOLS: easydocs - introducted the concept of alias and improve the ui
- BUG FIX: lua script not always regenerated after an event was modified
- BUG FIX: when a snapshot is taken and restored the next level may be replaced by the snapsnot
- BUG FIX: LGCK builder would crash when no opengl2.0 driver were present
- BUG FIX: lgckdb would become corrupt when core libraries were compiled against GCC 4.x+

This new build addresses issues on VM and low-end hardware that doesn't
have native drivers supporting Opengl 2.0+

*** 0.6.0.6

- ENGINE: replaced scene list w/ ptr
- ENGINE: new events: Level.onHandler, Level.onGoalKilled
- ENGINE: added borderColor, introBkColor, introTextColor
- ENGINE: added experimental barebone runtimes (opengl, SDL, SFML)
- ENGINE: new game events: onPickup(), onSaveGame(), onLoadGame()
- ENGINE: new game events: onRestartLevel(), onNotifyClosure()
- ENGINE: new sprite event: EO_NOTIFYCLOSURE
- ENGINE: new level event: EL_NOTIFYCLOSURE
- ENGINE: custom scrolling layers (see layer_setOffset)
- ENGINE: tied EL_RESTART event with snapshot_reload
- ENGINE: replaced FTGL w/ lgck's own font rendering code
- ENGINE: added colorMod (primary light source)
- EDITOR: added scriptWizard
- EDITOR: autoupdater to check for new versions
- EDITOR: edit raw path (sprite)
- EDITOR: GUI to resize font size in the editor pane
- EDITOR: SpriteWiz waypoint added
- EDITOR: added Edit Images pop-menu item for sprites
- EDITOR: testLevel nows allows to play a full game
- LUA: updateJoyState()
- LUA: callGameEvent(), sprite_unmarkAsGoal()
- LUA: sprite:get(), sprite_set()
- LUA: sprite:get()/set() can access EXTRA_XXXX values directly
- LUA: sprite:hitTest()
- LUA: display_sizeText(), Display:sizeText()
- LUA: ss_drawText(), ss_paint(), ss_paintImage(), ss_clear()
- LUA: Counters:inc(), Counters:dec(), Counters:add()
- LUA: warpTo(), strv_get(), strv_set(), strv_del()
- LUA: snapshot_take(), snapshot_reload()
- LUA: layer_setOffsetX(), layer_setOffsetY()
- LUA: SHL(), SHR(), ss_notifyClosure()
- BUG FIX: When more than 10 Displays active, only the last one is displayed
- BUG FIX: random crash when sprite is added to main layer

*** 0.6.0.5

- ENGINE: customs strings for each sprite instance
- EDITOR: migrated to qt5
- EDITOR: GUI to change default frame per sprite
- EDITOR: toolbox playSound() menu item
- EDITOR: customizable shortcuts for the LGCK Builder
- EDITOR: GUI for toolbars (main, level, layer)
- EDITOR: GUI for path creation
- ENGINE: custom paths for each sprite
- ENGINE: up to four fwClass sprites can share the same map location
- ENGINE: hidden inventory item flag
- ENGINE: reimplemented the collision map w/ std::unordered_map
- ENGINE: interfaces w/ implementers: Graphic, Sound and Music
- ENGINE: replaced SFML::Graphics w/ OpenGL
- ENGINE: replaced SFML::Music w/ SDL::Music
- ENGINE: replaced SFML::Sound w/ SDL
- ENGINE: added Counters (that can be accessed via scripting)
- ENGINE: significantly improved level load time
- ENGINE: added events: Game:onGoalKilled and Level:onGoalKilled
- ENGINE: added Level UUID
- ENGINE: improved center on screen during action
- LUA: sprite:frameCount(), frameSet_getSize
- LUA: Sprite:getString(), Sprite:isFrozen(), Sprite:isGoal()
- LUA: Counters:get(), Counters:set()
- BUG FIX: layer element count is wrong for FW/BK layers
- BUG FIX: on wrap arround screens, viewport moves unexpectely
- BUG FIX: clearALL button now behaves as expected
- BUG FIX: keyDown msg continued infitely when focus was lost

*** 0.6.0.4

- ENGINE: layers can be moved by position
- EDITOR: importImage can now splice images
- EDITOR: importImageWiz added
- EDITOR: added gamewiz first version
- EDITOR: added copy, cut, paste and delete to levelView
- EDITOR: spritewiz added playerbullet template
- LUA: added Sprite:width(), Sprite:height()
- LUA: added Sprite:childCount(), Sprite:setOwner()
- ENGINE: player.onHandler called in managePlayer()
- ENGINE: added sprite activation policy (auto, userdef)
- BUG FIX: spritewiz now properly displays image size (mask: 9999x9999)
- TOOLS: included is the new OBL5EDIT sprite editor to replace OBL4EDIT

*** 0.6.0.3


- EDITOR: edit pan can be resized
- BUG FIX: animations weren't cleared when sprite was deleted

eXpl0it3r

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Re: 2D Game Construction Kit - updated to v. 0.6.0.8
« Reply #31 on: August 14, 2018, 09:36:22 am »
And out of the blue we get an update for a tool, I had long forgotten. Nice to see you invested some more time into it! :)
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cfrankb

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Re: 2D Game Construction Kit - updated to v. 0.6.0.8
« Reply #32 on: August 17, 2018, 12:09:52 am »
Thank you. Things are moving forward.  I'm please to report that the runtime is using 100% SFML again. :D