Subscribe:  iCal  |  Google Calendar
Busan KR   15, Nov — 19, Nov
Minsk BY   15, Nov — 17, Nov
Minsk BY   16, Nov — 19, Nov
Philadelphia US   30, Nov — 3, Dec
California US   4, Dec — 6, Dec
Latest comments

I lost a year's work when Microsoft deleted my documents folder on their October update I wish this guy luck Adobe are more interested in forcing professionals to use their cloud than improving their products these days.

Balance changes please!

by Juan Milanese
6 hours ago

Another incredibly useful breakdown, thanks Simon!

0 posts
0 questions answered
Endogine is a sprite and game engine, originally written in Macromedia Director to overcome the many limitations of its default sprite engine. I started working in my spare time on a C# version of the project about a year ago, and now it has far more features than the original - in fact, I've redesigned the architecture many times so it has little in common with the Director++ paradigm I tried to achieve. Moving away from those patterns has made the project much better. However, there are still a lot of things I want to implement before I can even call it a beta.

Game projects created with Endogine © Endogine, 2015

I had been developing games professionally in Macromedia Director for 10 years, and was very disappointed with the development of the product the last 5 years. To make up for this, I wrote several graphical sub-systems, some very project-specific, but finally I designed one that fulfilled the more generic criteria I had for a 2D game creation graphics API. It was being developed in Director’s scripting language Lingo from autumn 2004 to spring 2005, and since then it’s a C# project..

Some of the features are:

  • Easy media management.
  • Sprite hierarchy (parent/child relations, where children’s Rotation, LOC etc. are inherited from the parent).
  • Behaviors.
  • Collision detection.
  • Plugin-based rendering (Direct3D, GDI+, Irrlicht is next).
  • Custom raster operations.
  • Procedural textures (Perlin/Wood/Marble/Plasma/others).
  • Particle systems.

Endogine interface © Endogine, 2015

  • Flash, Photoshop, and Director import (not scripts). NB: Only prototype functionality.
  • Mouse events by sprite (enter/leave/up/down etc. events).
  • Widgets (button, frame, window, scrollbar etc.). All are sprite-based, so blending/scaling/rotating works on widget elements as well.
  • Animator object (can animate almost any property of a sprite).
  • Interpolators (for generating smooth animations, color gradients etc.).
  • Sprite texts (each character is a sprite which can be animated, supports custom multicolor bitmap fonts and kerning).
  • Example game prototypes (Puzzle Bobble, Parallax Asteroids, Snooker/Minigolf, Cave Hunter).
  • IDE with scene graph, sprite/behavior editing, resource management, and debugging tools.
  • Simple scripting language, FlowScript, for animation and sound control.
  • Plug-in sound system (currently BASS or DirectSound).
  • New – Color editor toolset: Gradient, Painter-style HSB picker, Color swatches (supports .aco, .act,Painter.txt).
  • New – Classes for RGB, HSB, HSL, HWB, Lab, XYZ color spaces (with plug-in functionality). Picker that handles any 3-dimensional color space.
Still have questions?