More updates are here! Been working on a lot of things for Vylocity over the last couple weeks, just haven't got around to making posts about it. Also forgot to track a lot of what was done (even though last post I said I would start being better about that), so even though a lot changed, this post will still be fairly short.
Added the ability to do mass color swaps across all icons in an icon atlas.
You can now give diobs a new
textStyle property called
align which is a string equal to 'left' or 'right' which determines the alignment of the text. Only works for bitmap text currently.
Improved quite a bit of performances with the engine and IDE. Added various new features and polish to the IDE and got a basic standalone IDE released. You can download it at
http://vylocity.com/download/Vylocity.exe - it's in very early stages and you may need the C++ runtimes in order to run the editor.
You may now add JavaScript to the server (as Node.js) and/or pick if the JS is on the client-side or server-side. On the client-side there is a new static object called
JS which acts as the
window variable in JS, allowing you to directly call JS functions and access values directly from VyScript.
Also added
World.evalWebScript(pScript) that lets you execute JS on either the client-side or server-side through the game itself rather than a client.
More updates to come!
Added the ability to do mass color swaps across all icons in an icon atlas.
You can now give diobs a new textStyle property called align which is a string equal to 'left' or 'right' which determines the alignment of the text. Only works for bitmap text currently.
Improved quite a bit of performances with the engine and IDE. Added various new features and polish to the IDE and got a basic standalone IDE released. You can download it at http://vylocity.com/download/Vylocity.exe - it's in very early stages and you may need the C++ runtimes in order to run the editor.
You may now add JavaScript to the server (as Node.js) and/or pick if the JS is on the client-side or server-side. On the client-side there is a new static object called JS which acts as the window variable in JS, allowing you to directly call JS functions and access values directly from VyScript.
Also added World.evalWebScript(pScript) that lets you execute JS on either the client-side or server-side through the game itself rather than a client.
More updates to come!