@MASIKOV
Recently, aGengine got support for importing maps in the TMX format.
Today was a pretty special moment: I imported a TMX tilemap from Stickman Parkour into aGengine - a game I made 4 years ago! 😳
When I was developing Stickman Parkour, I could never have imagined that a few years later I’d open that exact same tilemap in my own game engine.
A lot has changed over these 4 years. And it’s moments like this that really show just how much everything has changed.
@MASIKOV
This year marks an anniversary - aGengine Delta has turned a whole 10 years old!🎉
To celebrate, I created a special ANNIVERSARY Delta theme, fully recreating the main colors of the original (with a few exceptions)😌
aGengine Delta was a game creation tool I worked on when I was 15, as a continuation of the old aGengine Classic, which I created when I was 12 inside the extremely limited environment of another game creation tool🙂 It was an independent game creation tool, built from scratch using visual programming inside another game creation tool, not a modification of it😁
Even Classic already had its own Editor and a separate Runtime. Games were created in the editor and could then be launched separately from the editor itself as standalone projects. Delta was meant to become a significantly improved version. But unfortunately, it was never released...🥲
And now, after a WHOLE 10 YEARS - I’ve preserved the memory of Delta inside the modern aGengine, now a fully independent engine built from scratch in pure JS
@MASIKOV
Prefabs are now in aGengine🤟A year ago, they were near the top of the list of things I definitely wanted to implement. And now, finally, I’ve gotten around to them😌
Prefabs are a way to combine objects into a template that you can build once and reuse as many times as you want. And if needed - update all instances at once🙂
For example, you made a character out of several objects. Placed it across different scenes, and after some time - SUDDENLY decided you wanted to change something in it...😩
Prefabs make this much easier😅
And in the screenshot you can see one example of how they can be used - trees in Terrain🌲
@MASIKOV
Demonstration of 3D lighting with dynamic shadows in aGengine
P.S. The model is from Sketchfab, created by DailyArt, and licensed under CC BY-NC.
@MASIKOV
A new behavior has been added to aGengine - Health!
Small, but extremely useful. Health, damage, healing, minimum and maximum HP, death checking, and the option to destroy the object on death🙂
Now you can add health to the player, enemies, or destructible objects without extra manual logic😉
@MASIKOV
Simple - a textureless rectangle filled with color - now has a younger brother: Empty🙂
The existence of an empty object may sound funny at first, but in practice, it is one of the most important helpers when creating complex mechanics.
Spawn points, invisible logic centers, attachments, and much more - now there is a dedicated, convenient object for all of that😉
@MASIKOV
I hope that over time, the "microblog" on the aGengine website will grow into a full-fledged social network where developers can share devlogs and talk about the projects they're truly passionate about🔥
When aGengine becomes available to everyone, I really want to see lots of positive emotions from creating projects with it. And I think the most rewarding thing will be reading your feedback right here - on this website❤️
@MASIKOV
This is my first post on the aGengine.net✌️ I'm happy to welcome everyone who's reading it 🙂