Elysian Shadows
All posts with the tag: invoke engine

ESTk Dreamcast Integration

Gentlemen,

I took a minivacation from work to dev, read, achieve, and get my shit together. Marcel and I wound up having a 72-hour development marathon where we raped house and destroyed some serious code. This post has been a long time coming, and I am very happy to write this as the very first live article release for the site... The fans will be seeing this at the same time as the rest of the Elysian Shadows development team!

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Marcel was perfecting the new Entity arhitecture for the Toolkit (which is paving way for the future of component implementation, especially the Animation System next). Meanwhile, I vowed to finish integrating the Dreamcast tools with our own Toolkit, to finally realize our dream of seamlessly developing on embedded platforms through the Toolkit. Since the very birth of libGyro, the goal has been to abstract all special code, considerations, and low-level implementation logic away from the high-level developers and level designers. I wanted our artists to be able to play through their levels as they create them just as easily on the Dreamcast as they can on their own PCs. I am proud to say that (for the Dreamcast), this goal has [i]finally[/i] been realized. It's now a single click of the play button...

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Invoke Engine, Entities, Components, and Falco’s Wrath

Originally posted by GyroVorbis (Falco Girgis) in our Private Development forum on 12.30.10.

Okay, so for those of you who didn't know, I have been extremely sick this entire last week. Actually, today is the first day since then that I can finally say that I've recovered. I even had a 103 degree fever on Christmas... but that's enough bitching. This hasn't slowed any of my progress in the slightest. I have continued my faithful pursuit of the Policy of Pristinity rather than opting to follow the Requiem of Reest. I have a lot of exciting new stuff to show off for you gents.

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