Version 0.6.0


Version 0.6 has been added to Itch. This version includes conditional objects and tiles, as well as refactoring the way that movement rules and events are calculated for each coordinate. With those changes, the entire pipeline mentioned in the devlog for version 0.5 has now been added to the engine. Hurray!

Currently in the Pipeline

Since development never stops, I of course already have additional planned features in the pipeline.

  • Conditional layers. Rather than having to set a condition for every individual object, you can make an entire layer conditional. Useful for changing large chunks of a map at once.
  • Sprite Collection objects. These are objects that make use of sprite collection object. This gives them animation cycles, which they can easily switch between, and which can have different properties depending on which animation they're displaying. Think of a door that starts out closed, plays an opening animation when you interact with it, and remains in the open position thereafter. 
  • Building on the prior, objects that can move around the map using a predetermined movement/animation pattern. That means that games can finally have non-static NPCs!
  • Finally making sure you can save and load from any position in the map, rather than being zapped back to the beginning of the map.
  • A proper tutorial. I've been maintaining documentation on the lemmasoft forums, but having an actual demonstration of the full creation process would of course be much better.

Files

pink_engine-0.6.0-pc.zip 30 MB
Jun 05, 2020

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