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Q-Gears v0.21 Run Wild [Jun. 28th, 2012|02:14 am]

crazy_otaku











Version can be downloaded here: https://sourceforge.net/projects/q-gears/files/q-gears/q-gears_v0.21.zip/download
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(no subject) [May. 19th, 2012|05:06 pm]

crazy_otaku
2012-05-19
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* [Export FFVII] Add exporting with correct scale (must be set in export.cfg for now). [Akari]

2012-05-17
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* [Background] Add background init and resizing corrently depending on resolution. [Akari]

2012-05-16
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* [Export FFVII] Fix background depth export. [Akari]


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(no subject) [Apr. 29th, 2012|09:17 pm]

crazy_otaku
2012-04-28
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* [Content] Modify "MapChanger" entity to load player in given spawn point after map loading. [Akari]
* [Content] Add Savemap lua table to save all variables that was hold in real savemap. [Akari]
* [Entity] Set default run speed to 0.8 instead of 3.6 and default speed to 0.7 instead of 0.9. This is more like speeds in FFVII. [Akari]
* [Entity] Unite default and move idle animation. [Akari]
* [Entity] Rework inner animation state and play types handling. [Akari]
* [Content] Start of "ffvii_md1stin" scripting and markup gateways on maps "ffvii_md1stin", "ffvii_md1_1", "ffvii_md1_2". [Akari]
* [Export FFVII] Add gateway map names and spawn position exporting. [Akari]


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v0.21 soon. [Mar. 9th, 2012|05:02 pm]

crazy_otaku
New spoilers and progress




Now with Zidane and robots from Xenogears.
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Version 0.20 released. [Aug. 10th, 2011|12:38 am]

crazy_otaku
Version 0.20 was just released. Full changelog are






Release itself can be downloaded for windows here: https://sourceforge.net/projects/q-gears/files/q-gears/
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Begin menu =) [Aug. 1st, 2011|05:54 pm]

crazy_otaku
2011-08-01
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* [UI] Add UI debug draw. [Akari]
* [UI] Fix prototype loading without name. [Akari]
* [Script] Add on_update callback to all entities. [Akari]
* [Script] Scripts now added only if this table or function exist. [Akari]

2011-07-31
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* [UI] Add prototypes tags and posibility to define prototype. [Akari]
* [UI] Add shaders support for UiSprite. Thet can be assigned with "vertex_shader"
and "fragment_shader" in xml. [Akari, Cloudef]

2011-07-30
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* [Console] paint error messages to red and warning to yellow. [Akari]
* [Application] Add setting Z to debug draw to enable depth sorting. [Akari]

2011-07-29
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* [UI] Ui drawn under debug draw. [Akari]
* [Console] Make green colour for autocompletition. [Akari]
* [Console] Console moved to debug draw. [Akari]

2011-07-28
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* [UI] Add xml support for Ui Texts. Add colour tag to change colour of Ui text. [Akari]

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(no subject) [Jul. 15th, 2011|01:46 am]

crazy_otaku
2011-07-15
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* [UI] Add font classes to manage our custom UI fonts. [Akari]
* [UI] Add fonts for english and japanese characters. [Akari]

2011-07-10
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* [UI] Add text widget. Add "text_area" tag with fields text and font. [Akari]
* [UI] Make widget try play default animation if default anim state is set. [Akari]




Now it's time for text aligment, colours and other font enhancments. =)
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Sprite and it's transformations done! [Jul. 2nd, 2011|12:31 am]

crazy_otaku
Now it's posible to load sprites to Ui as well as scale rotate and translate them.



Parent scissor test and animations on the way. =D
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Layout work finished. [Jun. 29th, 2011|08:07 pm]

crazy_otaku
2011-06-29
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* [UI] Added posibility to set x, y, width and height in percent and pixels altogether. [Akari]

After a bit testing seting params in pixels altogather with % seems more efficient than padding or margins.
UI can be drawn with all aspects just great. widgets can dynamic change their size acording to aspects. Everything for a good UI.



Now it's finished with layout and start time for a widget's animations =)
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Parents and Aligments. [Jun. 28th, 2011|08:34 pm]

crazy_otaku
All widgets now can be aligned left right center top middle or bottom. Position can be set in px and in %.



Now only padding feature left and i can go from formatting to visual features =)
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