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  1. #1
    Co-Founder / PGD Elder WILL's Avatar
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    Oh ok, but why the two different brands? Why not just two different editions?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  2. #2
    There will just be PyroGine (better fitting the ultimate vision I have for the product). I was pointing out that existing code will continue to just work if you're a HGE user. There will be two editions of PyroGine, standard and professional. Standard will be free for freeware and commercial use. The pro version will require a small indie friendly license fee. During the alpha period the pro version is available to all and those that contribute feedback and testing will get a free copy of the pro version. The pro version will have advanced features such as DLM, Database, networking, language bindings etc.
    Jarrod Davis
    Technical Director @ Piradyne Games

  3. #3
    PyroGine™ Development is happy to announce the release of PyroGine v1.0-a4.

    Visit our site for more information about PyroGine, media, downloads and support.

    Changelog
    Version v1.0-a4:
    • Added popup menu option for project manager.
    • Updated registration form to include username.
    • Fixed errors in readme.txt and the eula.txt files.
    • [IDE] Tabs where not being closed after a file was closed.
    • New Help file format.
    • Added new examples: ArchiveStreamingMusic, ChainAction, DisplayDevice, Input, LocalDatabase, RemoteDatabase, RenderDevice, Scroll, Texture, ThreadedRemoteDb.
    • Added new API routines: App_Edition, App_FadeColor, App_Version, SQLQueryBuilder_Add, SQLQueryBuilder_Clear, SQLQueryBuilder_Create, SQLQueryBuilder_Statement, StringList_Test.
    • Fixed misc memory leaks in the compiler.
    • [IDE] Caption not updated when project group is cleared
    • [IDE] SHChangeNotify event always occur
    • [IDE] Param hint window does not remain open
    • [Compiler] Sprite_RenderImageSized not displaying image properly
    • [IDE] Access Vialation when closing Project Group
    Jarrod Davis
    Technical Director @ Piradyne Games

  4. #4
    Very interesting. But why so blurry fonts ingame?
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  5. #5
    @Darthman
    Thanks. It's because blending mode is being used on a font that is a bit too small. That font is my SysFont (non-proportional), which is really used for debugging. I will update later with a proper font for ingame use.
    Jarrod Davis
    Technical Director @ Piradyne Games

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