ElysionKronos for Thorium

I think I’ve already mentioned the Thorium scripting language here in this blog.

So without further ado, here is a preview version of ElysionKronos for Thorium: Click to download (2,1 MB)
It is very easy to use and if you have used Java/JavaScript and/or Unity3D before, ElysionKronos for Thorium will be really familiar to you.

It comes with five little examples (/samples folder), a short readme on the general usage and a PDF containing documention for functions of some classes.
Currently there is just a Win32 binary included, but you can recompile it for Linux and Mac OS X (well, just Intel platforms on Mac OS X). If you compile it for Mac OS X you have to add

{$PIC OFF}

somewhere in the thorium.pas.

Thorium itself is licensed under the MPL 1.1 or GPL/LGPL license, the Elysion Frameworks and ElysionKronos for Thorium are licensed under the MIT or MPL license. Parts of the Elysion Frameworks might be licensed under a different license.

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Freeze Development is now six years old

Even though this post is being published on April 1st, this content is not fake.
In fact I just forget to blog on March 30th, the day Freeze Development was founded exactly six years ago.
*Happy birthday*
I want to thank everyone who enjoys our applications/games and especially those give us feedback or support us with code.

A few things you can expect in the next weeks:
- Cavern Defense will be updated in the next few days: There are going to be two more maps, some bugfixes, a simple AI and it’s going to be netbook-ready (1024×600 px resolution and more optimized)
- Colonial Age will also receive a small update: Just a few bugfixes and compiling against the latest version of ElysionKronos
- This blog/homepage will be updated to be more clear in regards to finding games more easily
- I’m very eager to release the Elysion Frameworks as it is, but I haven’t integrated all the radical changes I wanted to, so it might take a while until there is an official release, but you can still check out the SVN and/or contact me via e-mail/ICQ/Skype/whatever if you have any questions

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Thorium Scripting Language

So, I’ve been playing around with the Thorium scripting language lately. It’s a great project and I’m in the process of integrating Thorium into the Elysion frameworks.
The best feature is that I can use my Pascal classes directly in my script (if my class is derived from TThoriumPersistent and RegisterRTTIType is called with the correct parameters). I can declare the properties in my class and call these properties from my Thorium script without worrying about anything else.

This is a quick’n'dirty script I put together:

loadlibrary "core.std.io"
loadlibrary "elysion.kronos"

private elSprite sprite;
private elSprite sprite2;
private float angle;
private int al;

public void initialize()
{
	angle = 0;
	al = 0;

	sprite = elSprite.create();
	sprite.loadfromfile("test.png");
	sprite.x = 128;
	sprite.y = 128;

	sprite2 = elSprite.create();
	sprite2.loadfromfile("test.png");
	sprite2.x = 256;
	sprite2.y = 256;
	printf("Initialize\n");
}

public void render()
{
	sprite.draw();
	sprite2.draw();
	printf("Render\n");
}

public void update()
{
	printf("Update\n");
	angle++;
	if (angle == 360) angle = 0;
	sprite2.rotation = angle;

	al++;
	sprite.alpha = (al mod 255);

	if (sprite2.onmouseover) sprite2.visible = false;
		else sprite2.visible = true;
}

And here is the obligatory screenshot:

Graphics are loaned from Ari Feldman’s Spritelib GPL.

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Progress report

So, before the year is coming to an end, I’m giving a small progress report on what I’m working right now and what’s to come:

Elysion Frameworks: I’m still figuring which unit should depend on which unit, so you have the option: You can either use Elysion$(InsertSubset), e.g. ElysionLegacy which includes audio, graphics and font output and so on or you can just use every unit you want to, like “uses ElysionApplication, ElysionBitmapFont, … ” and so on.

FreePascal GP2X Wiz Cross-Compiler for Linux: My Wiz arrived yesterday and it’s better than I expected. I like that it can be charged via USB and doesn’t use AA batteries any more (even though I am fond of the idea of using AA batteries). Also the smaller and more compact design is great and the touchscreen definitely improved from the GP2X F200. A shame that there aren’t a lot of games supporting touchscreen.
I’ve uploaded this a while back and it works on the Wiz as long it’s simple (just using SDL library, no friends like SDL_image, SDL_mixer, etc.). When I tested a more complex application it was just a black screen or was stuck at the loading screen. So, that needs a little bit of fixing, but it’s still great to have one executable which works on all three GP2X platforms (F100/F200/Wiz) while C/C++ programmers have to recompile their applications.

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Merry christmas

I wish everyone visiting this site a merry christmas and a happy new year.

Umm, I forget to make a blog post about my game I made for Ludum Dare #16, so here it is:
Colonial Age

Description:
You control a ship and need to explore all islands on the map before the AI does.
You see that circle around your ship? Yeah, ok, good, that’s your line of sight, you see everything that’s in this radius,
everything else is darker and hiden from you.

Download:
Windows (3,7 MB)
Linux (2,8 MB)
Mac OS X (4,6 MB)
Source (2,3 MB + Images/Sounds included)

Platform specific notes:
Mac OS X: Universal binary, needs at least Mac OS Leopard
Linux: You need libSDL, libSDL_image, libSDL_mixer, libSDL_ttf and liblua installed as well the latest graphics driver for OpenGL support.
Windows: You need Visual C++ 2005 Redist because of the Lua DLL. (The necessary DLLs are included, just in case)

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