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DownloadAlpha Build 2008.02.19Since our last build, we have made a number of modifications to the engine's framework and its Lua bindings. Our aim with this demo is to put out a binary package that takes the changes into account.
Download 2008_02_19.zip (3,125 Kb)Alpha Build 2008.02.03In this particular demo, we have introduced a couple of very significant features. Firstly, there is the new container object called layer. Sprites attached to a layer can be moved, rotated or scaled together as a group. This allows you to organize the game world into sections or to produce parallax effects. The second notable feature is space partitioning. Although invisible from Lua, it gives you the ability to create worlds containing massive numbers of sprites at little processing cost.
Download 2008_02_03.zip (646 Kb)Alpha Build 2008.01.23It has been almost a month since our last public demo. We have been focusing our efforts into designing the scene graph and world partitioning of the engine, however both are still incomplete. Although not as impressive as our last release, this particular build showcases a number of features including audio playback, raster graphics, z-ordering and native mouse support. Unfortunately, most of these new features are not entirely stable nor have they been properly documented.
Download 2008_01_23.zip (649 Kb)Alpha Build 2007.12.24Our third public build shows how to create a simple "Breakout" game using a number of engine features. The game handles mouse and keyboard input, draws a variety of vector shapes and uses the vehicle object to produce the movement of the paddle and ball. All of this is done in approximately 300 lines of Lua code.
Download 2007_12_24.zip (424 Kb)Alpha Build 2007.12.16This is our second public build of the engine. We have made quite a bit of headway, namely the introduction of two new plugins. One of them is for OpenGL graphics and the other is for Direct Input. They are both far from stable, although most of their current functionality has been exported to Lua. Our goal with this build is to demonstrate the framework interface through which you can animate sprites, move vehicles and even handle user input.
Download 2007_12_16.zip (421 Kb)Alpha Build 2007.12.07You're just one step away from testing the first public build of AGen! But first, allow me to emphasize on the word "testing". There is no functional audio or input of any kind. The purpose of this build is to show our effort in the development of the DirectX 8.1 graphics plugin. It can render a variety of vector shapes and beveled lines through an interface similar to Cairo. In contrast to Cairo, AGen's graphics plugin makes use of a number of hardware accelerated features such as vertex buffering and antialiasing. Under the hood, the graphics plugin does quite a bit of memory management. For additional details, please visit the AGen online documentation.
Download 2007_12_07.zip (423 Kb)AGen is distributed as a series of plugins and one binary executable (Agenoria.exe). There is an .ini file which allows you to play around with the engine's settings. In the "Script" section of the .ini file, you should notice the "file=" property. By default, its value is set to "Scripts/main.lua". This is the name and path of the script file that the engine will execute upon initialization. AGen looks for a global "main" function within the file, which will serve as the entry point of your program. For questions about programming in Lua, please refer to the official Lua 5.1 manual. |
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