ID:43208
 


This has been in the works for most of the past month now. Up until just recently, "projects" in Core were basically non-existent. Now, with CoreFactory, you can manage projects, compile them, and even test them from within the IDE.

Here are some key updates since my last post:

  • Code is highlighted (keywords and built-in "Core Commands")
  • Multiple files can be opened at once in a nice little tabbed interface.
  • Both code files and resources are now "compiled" and encrypted. All encryption currently uses the same key, but eventually this will tie into a system for controlling the distribution of your games/projects.
  • Projects can be compiled as libraries and included in one another. (both resources and code)
  • Physics constraints (ball, hinge, upvector, etc.) can be added through the script now, though at the moment only upvector has been added.
  • Core can grab information from web pages, I don't remember if I mentioned this in my last post, but it'll make it easy to tie your games/worlds into a web interface for managing stats and whatnot.
  • Work is started on an "editor" mode for CoreFactory. Basically, when you open your project up in CoreFactory, it gets an "editor" library placed on top of it, for doing things like editing maps, and flying around with a debug camera.
  • Core Errors are reported with a pop-up window, and you are returned to your code for review.


There have been loads of bug fixes and optimizations as well, but those aren't as fun to talk about. Anyways, this is exciting for me because it means that I can actually start getting to work on the games I've been wanting to make with this. Actually, the development of Tynkin is basically what's driving the development of CoreFactory as I realize the need for features and fixes.
Seems nice, man. Good work, and also good luck with future developments.
So when can we test it? :P
If you're definitely interested, contact me on AIM. I'm on regularly. I can send test builds, it's mostly functional at this point, but far from polished. It would benefit me to have people testing it out though, so I can see how it runs on different machines, and get a different perspective on it.
Awesome, I would love to be on this testing list as well.
Wow, that looks amazing! Just like a 3D BYOND!
I will really enjoy seeing where this will go. Good luck.
i dont know if you play i seen your last post, 1-2 years ago, and a byond member this old probably doesnt play anymore, but i was wonder since then, how good are you with coding this type of stuff, and if I can contact you anymore, or at all...???
Looks good, hope you enjoy your renewed membership! Not sure if you're online at all from the looks of it though...I don't really gift membership...but you look like a valuable Byonder.

Anyway, good stuff here.
Your css kind of messes up your comment box though...can't view the most recent comments...^
introducing a fuk'd up CSS that's covering Neblim's golden comment!!!!!!!!!!!!!!!!!!!!!
omg it's covering my comment now wtf
oh i can see what neblim said now!!!! :')
awts!!!!!!!!!
I hope I didn't gift membership to someone who isn't coming back. :(
He's occasionally around on AIM - he still exists, for sure.
Is he working on this still? Or is he still interested in Byond? I mean I would give him a membership if he would use it. :) I like his work ;) Well I wish him luck with whatever he is doing!
Haha, wow, if you actually renewed my membership, thanks and all, but no, I'm not on here much anymore. However, I'm just about to start releasing Coggoid (new official name) to developers. I've started a blog for it http://www.coggoid.com/devblog
DerDragon wrote:
Haha, wow, if you actually renewed my membership, thanks and all, but no, I'm not on here much anymore. However, I'm just about to start releasing Coggoid (new official name) to developers. I've started a blog for it http://www.coggoid.com/devblog

Woah, cool, I thought you abandoned it when you didn't say anything about it on BYOND!