V3.1.8-introducing the multi-resolution solution, gamepads, sound manager improved

Hey there,

It was about time to provide a new build, isn’t it? We’re proud to share this one with you. It introduces a top gun feature: a solution to manage multi-resolution game on every screen! We’ve also worked on gamepads support, improved the sound manager and many other improvements.

On 11th October, we participated to the Flash Online Conference #6, it introduces the Citrus Engine and present RaveAI 2D which will be added into CE V3.2. The record is here.

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V3.1.5 performances, comments, EazeTween

It was about time to have a new update, right?

We hope there wasn’t this 3.1.5 but directly a 3.2 with all the features, but the time is going very fast this last weeks. So we decided to publish this udpate right now. Maybe it is better, people will have time to check the changelog and update their game accordingly.

In brief we have added comments in the SWC, added EazeTween as the default tweening engine, updated on DragonBones V2.0 and added lots of flags (boolean) to improve performances! Continue reading

V3.1.4 improvements and Feathers

Hey there,

With this new update, we have included Feathers into all SWCs builds including Starling. Feathers isn’t used by the engine itself (at this time so this addition won’t change final file size if you don’t use it), but it was requested by many guys to make advanced user interface for their game. With this new update, you’ve all the Adobe Gaming SDK in one framework especially designed for building awesome games! Using SWC file, you will compile your game in no time, and also we make sure those libraries are up to date, and compatible between them!

This update involves many improvements concerning camera, State management, Flash Pro as a level editor, UI and physics objects. Also we have started the draft for the V3.2.0 and as usual we will enjoy your feedback! Continue reading

V3.1.3 camera system and wiki, be ready for the game jam!

Hey folks!

We’re happy to provide you a new build one day before the Gobal Game Jam!

We’d time to improve the new camera system which is now very flexbile and have more cool features. Thanks you all for your feedback!

Some users ask us to create a wiki to get start more quickly with the engine. We’ll took advantage of this opportunity to create also a part explaining how the Citrus Engine works internally. For example what happen when you add an object to the state, how StarlingView and StarlingArt works ect. The wiki is already available there. Yup we stick with the Starling (excellent) community. Again feel free to tell us what you want to see there, if you have some better ideas for the structure ect. This wiki is made for you! Continue reading

V3.1.2 Performances and scalability

Happy new year!

2013 is already there, and we’re pretty sure this will be a good year for the Citrus Engine!

The Global Game Jam is in one week, and we’re happy to share that Aymeric and Gsynuh will meet for the first time and make a game (with some other great guys!) using our beloved game engine. Before the game jam, it’s important for us to let you know on what we’re working and what we will be improved during the next week. As usual, we always love your feedback!

This update provides performances improvement using physics engine and a good scalability with some cool new features : CitrusGroup and outsourced camera stuff. Continue reading

V3.1.1 Stage3D Interoperation

Hey folks,

We would like to thank you for the very nice feedbacks on the previous build, it seems that you loved the Braid demo!

It’s already time to provide a new build with some fixes and improvements. We have unify the way that Away3D is added, now it uses a template like Starling with a cool setUpAway3D function which also allows Stage3D Interoperation. It means that you can easily create your Citrus Engine game with Away3D and use Starling for a 2D interface, in-game menu, ect. Continue reading

V3.0.4 meets the Dragon!

Yesterday when we pushed the version 3.0.3 we didn’t know that one day after, we’ll push a new build. We’d some time to take a look on DragonBones, the Open Source 2D skeleton animation solution for Flash. Quickly, it appears that it was a must have to support into the Citrus Engine. One hour later, it was already included!

At the same time we have created a new ObjectMaker class exclusively for Starling, to improve performances. Therefore we have updated the parser for the Tiled Map Editor software.

This update has been pushed quickly so every guys going to the Adobe Game Jam in Chicago can test this new features. Also we’re very pleased to announce that Nick, a CE’s contributor, will be present at this game jam! Continue reading

Updated to Version 3.0.3

Hi!

We are happy to offer a new build one week after the previous one. The release rhythm is sustained to provide quickly new features and inform on the direction of the engine. We always detail the changelog as much as possible so you can upgrade without pain.

The showcase page has been updated with two new games : Stack of Defence which is a nice mix of tower defence and physics game and Les aventures d’Aïcha a platformer game using Starling where you control several characters having different skills!
Joseph Labrecque, a well known person in the Flash community, has made a game using the Citrus Engine during the Charity Game Jam which was last week-end. He shares his experience with source code!

This time we didn’t need to make bug fixes (good news concerning the stability of the engine!), we have added some cool improvements (PoolObject managed by the State, ATF, Tiled Map Editor ObjectMaker improved) and announcing the future V3.1.0 which will be multiplayer friendly! Also there is a support page now and we invite you to give it a look. Continue reading