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

V3.1.0 new input system, Nape 2, multiplayer friendly, meet Braid.

Hi guys,

Two weeks without Citrus Engine updates? What happened? No worries, we have worked hard to make this new update available adding tons of improvements, update and new features! A quick cool one : thanks to AIR3.6 and the LevelManager update you’re now able to load SWF levels made with Flash Pro on iOS!

In this update we have made one breaking change : no more “com” and “engine” package, just “citrus” now. This one has been made to remove problems with code hinting in some IDE : you had to resize the code hinting window to actually see if you were in a box2d package, or a nape package, etc. We apologize for compatibility issues with games made with the previous version (it takes some time to rename package in level editors…), that’s why we started to save old SWC releases on the GitHub.

We’re pleased to announce a new input system available! Thanks to this one you can easily change your key configuration, handle VirtualJoystick and VirtualButton for quickly making awesome mobile games. We’ve added a channel system which means that henceforth the Citrus Engine is multiplayer friendly! Also with this new input system comes a TimeShifter for time manipulation, like in Braid game. Yup, we’ve made a Braid demo with the engine (3 Mo to load, shift key for time management), also available on Android devices through an apk (working fine on Nexus 7). That’s one of the features of the TimeShifter, it allows to replay input actions too.

And finally, we’ve updated on Nape 2 (and Starling RC 1.3 without compatibility issue). We’ve worked hard on the Nape platformer pre-built objects, now you have the same feeling with box2d ones concerning : world/space gravity, NapePhysicsObject, Enemy & Hero behaviors. So everything is ready to start this new Ludum Dare! 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