What’s new in Wave Engine Tiger Shark (2.2.0)

Wave Engine Tiger Shark (2.2.0) has been released today. Although we’ve published a 2.1.x version not long ago, we have added important changes in this new WaveEngine version like the Prefab system, which we will discuss below.

Prefab Support

This is a very important feature that allows you reusing entities between scenes and projects. In addition, you can convert any entity hierarchy (and its children) as a prefab easily and instantiate it on your scenes. It’s a more powerful feature than duplicating entities, because it allows you editing all its entity instances at the same time as a single entity.

Prefab

More information on this article

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Graphics Debugging Wave Engine games in Visual Studio 2015

When you are developing a mobile game, it is very important to have good performance. Although mobiles and tables with very powerful hardware exist, you usually want your game to run on the largest possible number of devices.

To achieve this aim, it is very useful to use the new Visual Studio 2015 Graphics Diagnostic tool. In this article we are going to see how to start recording and then analyze rendering and detect performance problems.

Graphics Diagnostic tool

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Wave Engine Game Developer Contest 2016

If you are a developer of indie or professional games, then you can compete alone or in a group in order to win prizes worth up to $15,000. Whether you have a new idea or have already developed a game that you would like to bring to WaveEngine and Windows 10, participate in the contest now which is sponsored by Plainconcepts who will award the best games developed with Wave Engine.

All information is available at Contest website.

New Profile System

Up until now, you only could create a launcher project by platform but game developers have reported to us that they need to create more than one launcher configuration by platform. For example, you want to create a game to Android platform and need to have a launcher configuration named “AndroidSmartphone” and another launcher configuration named “AndroidHD” with high resolution textures. This is now possible with the new profile system.

Now, when you create a project you can select which platforms will be supported.  It will then create a default profile launcher by platform:

But if you want to add an additional profile launcher to the same platform, you can use Project Properties Dialog from Edit menu (Edit -> ProjectProperty)

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Creating 3D animation sequences with WaveEngine Game Actions

In this article we are going to see how to create a simple 3D animation sequence, it is very useful when you want to create initial tutorials or real time animations in your game.

Game Actions are the easier way to create an action stack . If you have not seen it before you can take a look to this Game Action article before continue reading.

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Create 2D SpriteSheets with TexturePacker and import it to WaveEngine

TexturePacker is one of the most useful and used sprite sheet generators. It is very powerful and has tons of different options.  You can download it from here.

Wave Visual Editor now allow importing TexturePacker sprite sheets, automatically opening the TexturePacker file and converting to the Wave Sprite Sheet asset format, maintaining the original sources and the packaging information.

To import a TexturePacker file you have to create a new Sprite Sheet and then click on the “Import TexturePacker file” button  then select the .XML texturePacker file.

This will import all of its sprites, packaging and size information. After that you can edit it as a normal Sprite Sheet: Add sprites, animation, etc…

Step by step tutorial

Start TexturePacker and select Wave Engine template format

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Convert my game to mobile platforms

In this article we are going to review the conversion process that Wave Engine 2.1 uses to convert our game to other supported platforms. Wave Engine 2.1 has 3 development platforms (Windows, Linux and MacOS) where you can use Wave Visual Editor and 3 mobile target platforms (Android, iOS and Universal Windows Platform), additionally you can deploy your game on development platforms too.

Target Platforms

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Custom components and RenderProperty attributes on Wave Engine 2.0 (Part 2)

In this second part we will review all RenderProperty attributes available on WaveEngine 2.0. But if you did not see the first article then we recommend you read it before this one.

It’s important to follow this rules when you want to create a custom component:

  • You must create a custom component as an extended class of Component, Behavior or Drawable.
  • Add [DataContract] attribute to custom component class.
  • Custom component must take parameterless public constructor.
  • All public properties in the custom component will show on Wave Visual Editor from Entity Details panel.
  • Add [DataMember] attribute to all public properties if you want its values stored during serialization process.
  • Basic data types are automatically displayed by Wave Visual Editor (bool, int, float, Vector2, Vector3, Quaternion…), however unknown data types are shown as a string.
  • You can add RenderProperty attributes to public properties in order to change how it is shown on Wave Visual Editor.
  • Default properties values must be set on a DefaultValues method.

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Custom components and RenderProperty attributes on Wave Engine 2.0 (Part 1)

Wave Engine 2.0 provides a components set to define different types of entities.The components code is available to download on our github repository.

When you want to make a game you will need to create your own components. In this article we are going to show how to create custom components on WaveEngine and how to use them from Wave Visual Editor.

Start Wave Visual Editor and choose File -> New project

Set a name and folder location for your game:

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Developing with GTK# + SharpDX + OpenTK

In this article we are going to show the reasons that led us to develop the new Wave Visual Editor on GTK# and the pros and cons of developing a cross-platform UI app with this technology.

When we began to develop the new Wave Visual Editor, we spent a great deal of time investigating different UI application frameworks. The researched technologies were Windows Form, WPF, GTK#, Cocoa# and Xwt.

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