Version 3.1.10 is now available http://citrusengine.com/v3-1-10-engine-fixes-and-libraries-update/
Citrus Engine update thread!(78 posts) (24 voices)
Hey guys, first of all I wanted to thank you for everything you did here. It's amazing how much work and love you put into the framework and the community.
Now to my first question, it is a simple one: Could I update the Starling version, that is used within the Citrusengine by myself? As you will know, Starling 1.7 was just released and I need one of the features. I guess it could and will break a lot of stuff if I just replace something within the framework.
So my second question is: Will there be an update soon, that includes the newest Starling 1.7 ?
Hey, thanks for your kind words.
Yes probably once Feathers will have its 2.2 version out of beta
For the moment you could use the src code directly. And nothing on Starling 1.7 is not backward compatible with Citrus Engine!
if you're using the core, you can swap starling.swc with the new one.
if you're using the full ce.swc , you can include the new starling.swc in your project and make sure its order in the build process is such that it will be prioritized over the older starling package so you should get all the new features. CE 3.1.10 should not affect starling, and starling should not affect CE so you should be good to go.
Great, thank you so much! I will give that a try soon.
Version 3.1.11 http://citrusengine.com/v3-1-11-libraries-update-and-future/
So, CitruxEngine will be revived?
Not sure about the name yet
But it won't be based on old NME for sure. We still consider OpenFL (it should be quick to run there!), but for the test we're playing with Pixi.js at the moment.
V3.1.12 is out! http://citrusengine.com/v3-1-12-and-preparing-v3-2/
– no more 3D, no more Away3D & AwayPhysics. We’re confident if you’re making a game with 3D, you should use Unity.
and what if we want develop citrus web based 3D game? (Starling, Feathers, Away3D)
We get 0 contribution over the years concerning Away3D & AwayPhysics, so we removed that stuff since we don't use it all.
You can still add Away3D to your project as if you're making a pure Starling game without Citrus.
Note there are still included in V3.1.12.
Yeah, away3D was being dragged along 3.1.x but not really moving. Sadly.
Away3D can in fact still be added alongside CE, or I'm sure the 3.1.x away3D related code, with upgrade to it of course, could be added as an extension of the CE 3.2 core.
The purpose of 3.2 is not to close the core but to open it more - so I hope to see people coming up with extension of the core, an away3D one could exist - in fact the code of 3.1.x for away3D is basically just an extension , it could be in a separate folder. Having it in the core means us two have to take care of it (I mean 2016 has only 2 contributors so... you know)
We do have to introduce the idea of extensibility to CE though. It's probably just thought of as a big .swc you drag and drop and get everything with it. (I'm not saying that's bad !!!)
It's nice, but the fact that everything is in one place, does it really attract people to join in and contribute objects?
I will suggest having all the platformer example objects in a separate repository... Just so other developers basically see how they are made, how you can just drag/drop the kit in your project only if you want to... maybe that'll encourage more objects to exist and be shared? I mean that makes Citrus Engine less opaque. Sorry this might be a bad idea but if we are to move forward maybe we just have to have a little bit less confort of just the drag&drop of the core .swc and use the Hero.as object and that's it.
@Thomas good thought!
I will upgrade Vortex Attack game to Starling2, Feathers3,CE3.2 and Dragon Bones to its latest version. I think there is still some space to get cool stuff done in 2D with flash. If we ever get some console or Linux support.
Phisics workers is one of the best ideas, I'm sure my game with hundreds of collisions (yes it is a hardcore shmup) will appreciate itPosted 10 months ago #
I think that's a good idea Thomas!Posted 10 months ago #
I finally merged the "SceneManager" I worked on a long time ago (yes states are now called scenes for some of you wondering )
here's an example of it running with physics, transitions and pausable scenes : https://www.youtube.com/watch?v=qe1-Bx0tRwI
This example's source code can be downloaded here : http://labs.gsynuh.com/coffee/CESceneManagerExample.zip
Also check out the changelog for this commit https://github.com/DaVikingCode/Citrus-Engine/commit/5c31484cc0d48a69596f545a862610334d96c9cf
Some things might not be fully backwards compatible, I tried as much as I can to make it so that basically if you don't use the SceneManager then creating new scenes with _ce.scene= new MyStarlingScene() should work just as well.
The SceneManager is setup by default as SceneManagerMode.SINGLE_MODE which means only 2 states can run at a time , a main one and a transitional one. It is possible to make the SceneManager run as many scene as possible, a scene can now be just a simple pause menu while the "game scene" is set to paused. No need to hack the CitrusEngine "playing" property
I changed the way box2D worked a bit so we can, for example, change a body property on contact which was not possible (basically all contacts are processed after the world simulation).
Ok have fun! feedback is welcome, we'll see about structure later. Working on other cool stuff that we hope to bring to the Starling community
Great work! Thanks a lot for your efforts — it's fantastic to see Citrus Engine still getting so much love.
Very usefull thanks for ur work! Much respect
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