4 December 2013
Slooooow is the development of the SELE (Stellarly-Encompassing Level Editor). It's still in progress, so don't worry.
But because it's been so slow, I'd like to appeal to readers: If you have any experience in Python, know any GUI toolkit library, and would like to help me out, please do contact me. I could get this done a lot faster with help than if I continue doing it alone.
6 November 2013
Version 0.5.0 of the SGE specification and the Pygame SGE has been released. The notable changes are:
- Added events that are triggered when the mouse or keyboard gains or loses focus.
- Arguments in many classes' constructor methods that were "id"/"id_" have been changed to "ID".
- Modal dialog boxes look better.
- The mouse no longer gets put into the top-left corner of the window when a room starts.
- Sprites now rotate about the origin rather than the center.
In other news, about that level editor: I've started re-doing it from scratch with wxPython instead of the SGE. The reason for this is I have found the SGE to be much too lacking in features to easily make a GUI with it (which makes sense; the SGE isn't designed for that). wxPython should be much better for the job, though it currently has the drawback of not working with Python 3.
7 October 2013
Since it's been a month since the last update and there haven't been commits to the repo in the last couple of weeks, I just want to make a quick update telling what's going on, since I don't want people assuming that the project is dead. I am working on the SGE; I just haven't committed what I'm doing to the repo yet. What I'm doing right now is writing a small module for the level editor and (in the future) other tools to use to read and write Stellar JSON files. This will make it a lot easier to have multiple programs that read and write the format.
4 September 2013
Emilio, who started Stellar, has told me that he is unable to work on Stellar at this time. This is unfortunate. I don't know if Emilio will come back to Stellar in the future, but I figured that this would happen, so I am prepared even if he doesn't.
My current task, of course, is finishing the room editor. I will continue with this. Once the room editor is finished, it will be released either alongside the SGE or in a separate tools download. This will be powerful enough to develop games; the only thing that will be left to add is the GUI for beginners to use, which I will work on either while or after I develop a couple of games with the SGE.
On another note, I've updated this website, as you can probably tell.
12 August 2013
Version 0.4.0 of SGE has been released. It can be found in the Download page. See the WHATSNEW text file now included with the download for a full list of changes. A short summary of the most notable changes:
- Added methods for saving screenshots.
- Added simple modal dialog boxes.
- Reworked how speaker balance is controlled for sounds and music.
- Collision detection is now much more efficient (the new method is twice as fast as the old method).
- Better documentation provided in HTML rather than plaintext (generated with Sphinx).
I wanted to have the room editor done for this release, which is why it took so long, but I decided to just make the release, since there have been so many changes and fixes and it will be a while before the room editor is done.
I might have said this before and turned out to be wrong, but I don't think there will be many more huge changes before version 1.0 of SGE. Version 1.0 won't be released until the room editor is done, and what I would like is to have it along with another small tool distributed with version 1.0 of SGE; this would be an alternative to the full GUI Emilio is developing.
30 June 2013
Donation button added. I developed and continue to develop SGE because I want to use it, not for money, but if you want to support SGE's development, feel free to do so. This was added because someone wanted to give me money to support SGE's development.
I've also added a mention in the About page about the name. I didn't intend this originally, but I've decided a while ago (and already indicated in the docs in the Git repo) that "SGE" should be pronounced, not spelled out. The pronunciation is just like the English word "sage".