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Update

Update

Postby TattieBoJangle » 23 Nov 2017, 00:47

Any idea when the new update will drop ;)
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Re: Update

Postby SolarPortal » 23 Nov 2017, 18:39

going for this weekend, but got stuck with an SSL library needed to activate the product.. No license, no skyline lol :P
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Re: Update

Postby SpiderMack » 24 Nov 2017, 22:45

SolarPortal wrote:going for this weekend, but got stuck with an SSL library needed to activate the product.. No license, no skyline lol :P
Working as fast as humanly possible :P


How many betas before Steam release ?

After release will you use Steam Beta update groups possibility instead ?
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Re: Update

Postby SolarPortal » 26 Nov 2017, 17:49

this should be the last major release of the Gen2 private alpha build that we are currently testing... but it all depends on what major bugs are found as too how it affects our release.

Our timeframe for releasing on our store will be sooner than releasing on steam as we just dont want the thumbs down right at the start, so we will ensure that it works to its best before releasing onto steam.

But if all goes well, we should have our store release at least in this year! :D
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Re: Update

Postby SolarPortal » 26 Nov 2017, 23:57

Update is pretty much ready to go, just need to be able to connect and get it online, do a full test and then release :P
Also a new blog is being written as well as an immense change log :P
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Re: Update

Postby SpiderMack » 29 Nov 2017, 23:31

Great work on last update.
So many changes for the best :)
DX11, 64 bits and lot much more, good job guys.

BTW , nice splash screen.
But it's a little strange to have this in the logo "helping gamers create games" ? It doesn't looks Pro :lol:
I mean many popular 3D engines are to help people create games.

A logo or splash screen with only engine name is the way to go (Unity, UE4, CryEngine ...)

What do you think ?
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Re: Update

Postby SolarPortal » 30 Nov 2017, 22:08

Thank you very much :) Its took some doing but we got there in the end :P

But it's a little strange to have this in the logo "helping gamers create games" ? It doesn't looks Pro :lol:

This is an old quote from early skyline days where we were trying to get across the point of being a simple to use engine.
We can rethink it, but for now it doesn't harm :)
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Re: Update

Postby SpiderMack » 09 Dec 2017, 17:11

Hi,

Is there some other update planned with bug fixes like navmesh issues ?
I'm ready to test it again :lol:
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Re: Update

Postby SolarPortal » 09 Dec 2017, 17:23

havent got around to them yet as been setting up the new store... there is a couple things to add and we will try to get navmesh as part of it.. then release an update :)
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Re: Update

Postby SolarPortal » 16 Dec 2017, 14:08

@Spidermack, the navmesh fixes have been added and is much more stable now :)
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Re: Update

Postby SpiderMack » 16 Dec 2017, 20:11

SolarPortal wrote:@Spidermack, the navmesh fixes have been added and is much more stable now :)

Sorry, but it's still not there yet, it will need some more work :lol:
(No navmesh, no gameplay)

Image

Are parenting objects in hierarchy view , prefabs, animation callbacks , all three essentials for after release ?

Good to see updates are making it into a stable release.
Is game project exporting and encryption fully functionnal ? or needs some work ? After navmesh this is the second most important feature i will test :)
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Re: Update

Postby SolarPortal » 16 Dec 2017, 20:53

please do test the exporter as it is now capable and has the *.pak encryption operational as of 2 updates ago. It is important we have users testing the exporter to make sure it works correctly. The only thing currently needed which will be fixed is that you have to make your own game manager and add the scenes to the list. but the default script and pause menu are usable by default with no changes.

Just make sure to name one of the added scene tags as "main"(without speechmarks and lowercase) to ensure the first level is loaded :) Look forward to hearing from you on this one as there is always something missed.

Also, to get the best results from exporting, once you have your game made, convert it to a project and then export from that as you will get the best results for every asset being available. :)

The navmesh fixes will be in the next update, as for the AI; you can always program it in yourself as the lua commands give you full access :)

Are parenting objects in hierarchy view , prefabs, animation callbacks , all three essentials for after release ?

Absolutely essential, these are a very high priority after the new release. Please bear in mind that it is Xmas so we will be taking some time off over Christmas and wont be fully back into the swing of things til January but we will remain in contact every so often to keep on top of things :)
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Re: Update

Postby SpiderMack » 16 Dec 2017, 22:17

SolarPortal wrote:please do test the exporter as it is now capable and has the *.pak encryption operational as of 2 updates ago. It is important we have users testing the exporter to make sure it works correctly. The only thing currently needed which will be fixed is that you have to make your own game manager and add the scenes to the list. but the default script and pause menu are usable by default with no changes.

Just make sure to name one of the added scene tags as "main"(without speechmarks and lowercase) to ensure the first level is loaded :) Look forward to hearing from you on this one as there is always something missed.

Also, to get the best results from exporting, once you have your game made, convert it to a project and then export from that as you will get the best results for every asset being available. :)

The navmesh fixes will be in the next update, as for the AI; you can always program it in yourself as the lua commands give you full access :)

Are parenting objects in hierarchy view , prefabs, animation callbacks , all three essentials for after release ?

Absolutely essential, these are a very high priority after the new release. Please bear in mind that it is Xmas so we will be taking some time off over Christmas and wont be fully back into the swing of things til January but we will remain in contact every so often to keep on top of things :)


About navmesh, the issue is saving the navmesh doesn't work. You can test it perhaps, but if you export your game and loading a scene game, navmesh data gets errors or is not saved, it's bad for the game :lol:

Scene tagged "main" , i think most of the time this will be the menu, or some intro 3D scene.
Sure i can test exporting, but i got no game in Skyline, just some basic scenes :lol:

About projects, i think like most game engines, you'll have to rework skyline and have "Project" as the main entry point to start working with Skyline. Users will have to create a new project or load one to be able to create scenes tied to that project.
I think this is one other even more very essential and priority point.

About other essential features, yeah keep them planned after christmas :)

I noticed some changes, like no more zombie AI in game objects panels list.
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Re: Update

Postby SpiderMack » 20 Dec 2017, 22:29

Is there some next update planned before holidays about major bugs ? Or it's better keeping it planned for next year ?
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Re: Update

Postby StarFire » 20 Dec 2017, 22:35

We hope to get an update out before the holidays :)
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Re: Update

Postby epsilonion » 21 Dec 2017, 07:20

It was announced on discord last night (in the UK) that there is a code freeze and getting ready to merge code so I hope it will drop soon... :P
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Re: Update

Postby SpiderMack » 04 Jan 2018, 18:18

Hi,

Is there some new update planned ? Or it's too soon.
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Re: Update

Postby SolarPortal » 08 Jan 2018, 12:41

too soon.. :P

We have only got back in the studio today, so will be easing back into the process and need to complete the store website :)
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