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OverviewFelgo 3 Support (Qt 5) › Felgo Feature Porting Prioritization

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Viewing 15 posts - 1 through 15 (of 18 total)
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  • #7319

    Christian
    Felgo Team

    Hi,

    as we have announced yesterday in the Felgo blog (Update 1.5.6: New Sample Game “Chicken Outbreak 2”, Last Update Before Qt 5), we will release the Qt 5 version of Felgo with a core set of components and develop the remaining APIs in cooperation with Felgo licensees. So you can give your vote which of the features we shall develop first and which ones are most important for your games.

     

    Stay tuned for more updates in this sub-forum next week with details how to get the initial version.

    Cheers, Chris

    #7466

    Mathias

    Hi and congrats on your Felgo 2.0 release,

    I tried to port my game today and I run into some issues. First of all, the Particle component is not found so, that is something I want to vote up. I also want to vote up nativUtils that I used for external links and displaying message boxes.

    Thanks,

    Mathias

     

    #7469

    Christian
    Felgo Team
    #7479

    spike

    I second NativeUtils.

    #7493

    Adderly

    Native Utils.

    #7496

    Christian
    Felgo Team

    Thanks for voting up nativeUtils – we’ll make it available with the next update, most probably released this week!

    Cheers, Chris

    #7601

    Christian
    Felgo Team
    #7693

    Adderly

    Chris could go next JoystickControllerHUD.

    #7700

    Christian
    Felgo Team

    Yes Adderly, we’ll add it to the next update!

    Cheers, Chris

    #7802

    Adderly

    I vote up for the AI components.

    #7804

    Christian
    Felgo Team

    Hi Adderly,

    which of the AI components do you mean in particular?

    Cheers, Chris

    #7874

    Adderly

    Got late here. They are up.

    #7877

    Adderly

    I will like to see the spritesheet working, i just bought the TexturePacker and the components are not available yet.

    #7911

    Christian
    Felgo Team

    Hi Adderly,

    spritesheets work differently now in Felgo 2 and do not require any external tools like TexturePacker anymore! Instead, sprite sheets are generated on the fly at runtime so you get the same performance benefits like in Felgo 1 and can easier use single images now.

    Please see the documentation how to use the new SpriteSequenceVPlay component in Felgo 2 here: http://felgo.com/doc/v2/vplay-spritesequencevplay/

    Cheers, Chris

    #8022

    Adderly

    Why! Loading the spritesheet from a json file is the way to go for a game with a lot of animations. As the tools are not required, they can be optional?
    From what i think, the code used for the past Spritesheet is there it can be adapted easily.

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