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Thread: Elysion Version 1.1 released

  1. #1

    Elysion Version 1.1 released

    It has been about a month since the last release of Elysion. Version 1.1 is primarily a bug fix and performance release, it still supports FreePascal 2.4.x and Turbo Delphi (possibly Delphi 7 as well).

    The most important features are sprite sheet classes (well, you could animate sprite sheets before this change, but this required using a lot of code), which have been designed after Flashpunk's SpriteMap classes, let me give you guys an example:

    //Declare MySpriteSheet as TelSpriteSheet where you need to use it
    // In the constructor of the scene add:
    MySpriteSheet := TelSpriteSheet.Create;
    MySpriteSheet.FrameSize := makeSize(128, 128);
    MySpriteSheet.Frame := 0; //< Sets the frame to zero (This needs to be called if the frame size has been changed)
    // The sprite sheet is now loaded and the size of a frame is set to 128x128 pixels.
    // Now you only need to play the sprite sheet, for example 
    // in the Update procedure of a scene or in an event handler callback
    // Plays the complete sprite sheet. The only parameter is an integer which 
    // is the length of the animation in ms. It's set to 1000 (= 1 s) by default
    MySpriteSheet.PlayFrames([0, 3, 5, 7, 11, 17, 23]);
    // Plays only those selected frames. The second parameter 
    // is the length of the animation (set to 1000 by default)
    MySpriteSheet.PlayFrames(4, 16); 
    // Plays all frames from 4 to 16. The third optional parameter 
    // is the animation's length once more, set to 1000 by default
    // Other ways to play a sprite sheet
    MySpriteSheet.PlayRow(2, 2000); 
    // Plays the third row of the sprite sheet (Counting begins at 0) 
    // with the length of 2s (Second parameter optional)
    MySpriteSheet.PlayColumn(3, 4000); 
    // Plays the forth column of the sprite sheet (Counting begins at 0) 
    // with the length of 4s (Second parameter optional)
    Other changes include some slight performance improvements, improvements to per pixel collision on 64-bit systems, improvements to the texture loader and removed the X11 dependency on Mac OS X.

    As always, you can grab the release over on Github. If you are starting out with Elysion, please take a look at the wiki, especially the Getting Started part.
    Direct download link:

    The full changelog is here:
    * Marked intermediate GUI as deprecated (Please use TelNode descendants and add them to other nodes, layers or scenes)
    + Added support for sprite sheets (TelSpriteSheet)
    * Fixed an issue where animators don't have their end value when the animation finishes
    + Added WaitUntilFinished property to TelAnimator and TelSpriteSheet (If set to true, the animation cannot be played again until it has been finished)
    * Small performance optimizations (#59)
    * Saves screenshots and log at working path (#5
    * Fixed an issue where pixel collisions leads to a crash on 64-bit systems (#63)
    * Fixed an issue where rounded rectangles are not being drawn (#64)
    * Removed X11 linking dependency on Mac OS X
    * Updated Vampyre dependency to latest Mercurial version (11-Dec-20)
    * TelSize has now Single values instead of Integer
    + Added first draft of pluggable provider system (for graphics, audio, etc.)
    * Improved texture loader: Pixel data (for pixel collision) will only be loaded if needed -> Faster loading times
    - Removed ResourceMap unit (as it will be renamed and restructured)
    - Removed SFont unit due to it being GPL licensed
    Last edited by Stoney; 06-01-2012 at 12:18 AM.
    Freeze Development | Elysion Game Framework | Twitter: @Stoney_FD
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  2. #2
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Blog Entries
    I think that one of the things that is keeping interest in Elysion as a potential framework for them, other than the recent high volume of frameworks of late, is that it doesn't have much branding or visual demos and/or presentation of what it can actually do.

    Show off some demo videos or have them play a couple of game demos that use it and perhaps you'll garner more interest in the otherwise technically impressive framework.

    Maybe start by drawing up a simple sleek looking logo that fit's the style of the framework it's self?
    Jason McMillen
    Pascal Game Development


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