Endogine
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7, Mar — 12, Jun
San Francisco US   19, May — 24, May
London GB   29, May — 1, Jun
Birmingham GB   1, Jun — 4, Jun
Taipei TW   5, Jun — 10, Jun
Latest comments
by serkan_buldan@yahoo.com
4 hours ago

Derjyn it is really hard to understand your motivation of commenting. I bought the material and it *highly* satisfied my needs. Also the seller is really helpful, I was'nt able to run it in 4.18 he fixed it in minutes. If you really want make something really productive create your material and than release an article here.

by Alex
5 hours ago

So uhh.. What's happening at Machine Games then?

by rlawsfamily@gmail.com
5 hours ago

Great article but the link to the artist's Artstation portfolio is no longer working?

Endogine
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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.
Endogine-80.lv

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-80.lv

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.
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