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Amazing work. I would really appriciate if you post a tutorial about that ornament. Thanks

by Yes
10 hours ago

Gabe is amazing and im happy to have him basicaly be the face of gaming. If you have something against him reply to this, i would love to discus

by Kai Marshall
1 days ago

Awesome! So proud of you!!! <3

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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?