SGE Game Engine - News
SGE 0.15 and xSGE 0.5 Released
Item posted by Layla Marchant <onpon4> on Thu 01 Jan 2015 04:44:02 PM UTC.
Happy new year, everyone! It's entirely a coincidence, but along with the new year comes a new release of the SGE, and a new release of xSGE:
http://stellarengine.nongnu.org/download.html
It's mostly an upgrade to xSGE, though the SGE has been tweaked a little bit as well. These are the major changes to the SGE:
- Resources are now loaded by specifying their paths, rather than having a list of paths to search for them in. One exception: sprites still retain their basic old behavior, but rather than a centralized list of paths, the single path to search for the sprite's images in is specified when loading the sprite.
- sge.Color now supports indicating alpha transparency in HTML-style hex strings.
- Several bugs fixed in the Pygame SGE.
The update to xSGE is much more significant, and includes the following changes:
- xsge.tmx added, for loading TMX maps.
- xsge.path added, for defining paths.
- New xsge.physics.MobileWall class, for moving platforms and other similar things.
- "xsticky" and "ysticky" class attributes of xsge.physics slopes have been renamed to be more specific and prevent name conflicts.
- xsge.physics collision events are now special "event_physics_collision" events, rather than just being the regular SGE collision events. This prevents them from being called when they shouldn't be.
- xsge.physics slopes now regulate the speed that colliders move along them, preventing the effect of slopes speeding up movement, by default.
- Some bugs fixed in xsge.physics.
Because of some of these changes, in particular the newly added support for TMX maps, it is now quite easy to make a platformer engine, and an example of this has been added to xSGE's examples.
Powered by Savane 3.14-8aba.
Corresponding source code