WaveEngine 2.4.0 includes official native support for NinePatch textures (also known as 9-slice). To know more about what that kind of textures is, read our previous post about it.
As this version allows you to add textures and mark them as “NinePatchType: FromTexture”. This option will be automatically selected if your texture has the extension “*.9.png”.
When this mode is selected, the exporter will extract the stretch and content regions from the texture and remove them from the final asset. Keep it in mind if you need power of two textures (e.g., if your final texture must be 256×256, the source image size must be 258×258)
In WaveEngine 2.3.1 we have added a new adapter on Windows for OpenGL, this allows WaveEngine developers to run their games using DirectX and OpenGL on Windows. This will be really handy to adapt their assets (like shaders or textures) faster to our OpenGL platforms (Linux, MacOS, iOS and Android).
Wave Engine 2.3.1 has been released today. This version adds some important features that we think our community will enjoy, like binary scene serialization and OpenGL support in Windows. Let’s have a look in detail.
In this article, I’m going to show how to create a cool effect to make the NPCs in your game appear or disappear. One of the issues that you need to resolve when you kill an enemy in your game is how to hide it from your scene. Unless, of course, you want to pile up enemy bodies.
We are going to create a custom shader in WaveEngine for our aim. If you do not already know it, we recommend reading this article before you start.
The navigation flow in games is a very important part that can be difficult to deal with. In this article we will introduce a possible strategy to solve this.
Wave Engine provides generic services and tools to manage scene transitions and basic navigation. However, distributing the navigation logic between different scenes and behaviors can be tricky at times and difficult to scale.
To solve this, an interesting approach is to use a service that contains all the navigation logic, managing transitions and deferred loading between scenes. Later, a simple and generic component can be used to link navigation events to buttons in the scene and hardware buttons. Continue reading Facing navigation flow with Wave Engine