Posted by: Pyro in pyroginegames.com v1.0 on
May 05, 2008
Posted by: Pyro in Clickable Links v1.0 on
Apr 28, 2008
Have you ever found yourself wanting to download files from a site but the links where not clickable? Arrg! So you had to copy each URL and past it into your browser. It becomes a pain after a while so I made a little utility for this purpose. With it you can just use your mouse to highlight all the URLs at once. Then simply click on the [Get Links] button and they will be pasted into the list box. Now when you click on each one it will run your default application to download this file. Easy, simple and elegant.
Posted by: Pyro in pyroginegames.com v1.0 on
Apr 21, 2008
We now have bug/task tracking software installed. Under the Support menu you will find a new menu option called Bug Tracking. It will take you to software where you can post a bug report, request a feature and check the current development status of our products. All bugs and request from emails, support tickets and the forums will eventually end up at this central location. We will be able to manage the development process much more efficiently . We encourage you to actively use this software to let us know about problems that you may find and any features that you want to see in our products.
Posted by: Pyro in PyroGine SDK v1.0 on
Apr 19, 2008
We've added a persistence object framework to the SDK. Any class that you wish to persist just derive it from TPyroPersisentObject and override the Save and Load methods. These two methods allow you to save and load your object to any TPyroStream descendant. You have methods to register your objects, check if they have been registered and to save and load them to a specified stream.The way we've implemented this persistence framework is light weight, simple and elegant.
The TPyroNet class has also been extended to support persistences. What this allows is for objects to be able to persist across a network connection. We use a reliable UDP layer in PyroNet with buffering and compression. A new overloaded Send method allows you to directly send a TPyroPersisentObject across the wire and inside the OnReceiveEvent you can then use the ReceiveObject method to get an instance of the sent object.
Posted by: Pyro in pyroginegames.com v1.0 on
Apr 18, 2008
We've added a new support ticket system to the site. Now when you log in with your account details there will be an additional menu option called My Tickets on the User Account menu. There you can submit/comment/close tickets.
Posted by: Pyro in AsteriX v1.0 on
Apr 15, 2008
We're currently working on a game project called AsteriX™ - Deep Impact. It will be a small arcade style game that will show case the great new features in PyroGine SDK.
It will be borrow elements from a few different classic retro style games to become a unique blend that offers something fresh and new yet retain the things that made the classics great.
AsteriX aims to be a modern, fast-pace arcade space combat themed game. A new chapter in the unfolding saga for the battle of Earth Alliance™, AsteriX takes place some 7 years after the great war that almost disbanded the Alliance. In operation FreeStrike™, the victory was won over the NSR group (New Space Resistance) who was fighting the change, strength and unity that would come about from a united federation of planets and species.
Once again it seems that trouble maybe on the horizon and learning from the mistakes of past, EA once again has employed the impeccable services from one of their most revered agents John Blake to investigate this possible new threat. This new operation code-named "Deep Impact" will take you to the outer boarders of the unexplored regions of newly acquired space known as the Infinite Expanse. This immense area is filled with asteroids, space junk and other debris that in itself can become a potential problem if left unchecked. But you will soon discover there is a more serious threat on the horizon. Your mission is to assess the situation and help determine a proper coarse of action. As usual you have authority to use what ever means necessary to naturalizes any possible threat to the Alliance and it's members. Confidence is high.
It will take advantage of the cool new features and capabilities of what PGSDK can offer you as a developer that maybe in the market for an advanced 2D game middleware solution.
Watch this space for more information about AsteriX™ - Deep Impact as it become available.
Posted by: Pyro in PyroGine SDK v1.0 on
Apr 13, 2008
PGSDK now has official support for FontStudio 4.1. This font editor tool is most excellent with lots of great features and it support Unicode. One initial problem in supporting FS was the character array had to be very large. Lookup was fast but memory usage would quickly become a problem when you have multiple fonts. So, I came up with a simple and elegant solution for this problem by using a sparse array. It will only have the number of elements that have been actually used and my implementation has the advantage of being 2 dimensional and can support any data type. We've gotten the ok from the FontStudio author that we can include it in the PGSDK distro so until such time as we can revamp our own fontgen tool we will use FontStudio for the foreseeable future.
Posted by: Pyro in PyroGine SDK v1.0 on
Apr 13, 2008
I've decided to have just one database class, TPyroDatabase and one table TPyroDataTable available . All the databases that will be supported in the future will have the same look and feel. Now when you create a TPyroDatabase instance, you pass the type into the Create constructor. At present MySQL is supported. I plan to also support SQLite3 in a future release.
Threaded support is now in and working. You can call the threaded versions of connect and query and have them pushed to a background worker thread. At the end of there operations an event handler will be called where you can check the status and/or get any results.
The TPyroHighscore class is currently being enhanced to support threaded operations. You can connect to your database and specify a table to use. This way you can have just one database and multiple tables for each game project. You can post high score data and then later retrieve it based on skill and date range. For example you can view the top 50 high scores of march 2008 with a skill level of 3. You will get a query result that you can then iterate through and display this date from within your game or use PHP for example and display it on your website. Using our SimplePHP plugin for Joomla 1.5.x you will easily be able to embed the PHP commands within your content page to do this type of stuff and much more.
Posted by: Pyro in PyroGine SDK v1.0 on
Apr 09, 2008
I now have the base classes TPyroDatabase and TPyroDatabaseTable. From them all will be derived. The first one I've implemented is TPyroMySQLDatabase and TPyroMySQLDatabaseTable. I am able to connect to a remote/local server, execute SQL commands. You can even get a table result and iterate through the records and access field data. In addition to this there will be support for threading. For example you be able to call thread versions of some methods that will push that operation in a worker thread and allow your main application to continue running. I plan to add support for SQLite3 to represent local database storage. Now your PGSDK application can have a scalable game oriented SQL database solution.
On top of the database layer will be a TPyroHighscore class that our game projects will use to manage high score data. It's now at a point where you can post the scores to a remote server and retrieve the data filtered by skill and date range. I will rework it to take advantage of the new threading support.
Posted by: Pyro in PyroGine SDK v1.0 on
Apr 09, 2008
I added a new unit called
PyroFonts. With it you can display custom fonts in PGSDK. It includes support for
FontStudio 4.1. You create a instance of
TPyroFontStudio and load/print as you would normal do. What is cool about FontStudio is that it supports unicode, packs the characters tightly on the textures and has pugin support for exporting custom font format.