News

Happy 2017

2016-12-31 00:00

Christmas tree

Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!

It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on the engine and editor, haven't even started creating the actual game.

If you were monitoring our news during the year, you know that we held several live sessions, showing in the real time how to use our tools to create some simple games. Each session was a step in a long road to our goal. While preparing for these live sessions, we added necessary building blocks, that will be needed to create almost any game.. . .

November 2016 recap

2016-12-15 00:00

Construction of a building

This article describes the start of MJIN library separation into modules.

Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt for Android.

We decided to have a look at two approaches to separate MJIN into modules: build-time separation and run-time one. Build-time separation means MJIN becomes highly configurable and each platform gets specifically tailored MJIN build.. . .

October 2016 recap

2016-11-19 00:00

Gaining Android support was like climbing a mountain for us

This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.

First attempt to build OSG.

Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials. We passed Java part pretty fast. Everything worked out of the box. Then came C++ part and related problems.. . .

Technology showcases

2016-10-31 00:00

Feature file in the background

In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.

2015 and 2016: live sessions.

As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. We have conducted four live sessions in the past year, which gave birth to the following small games:

. . .

September 2016 recap

2016-10-11 00:00

Mahjong created during live session

This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

  1. Draft. Game creation for the first time.

    Purposes:

    • test our technologies and fix major bugs;
    • discover usability issues to fix in the next development iteration;
    • list exact steps to reproduce the game later;. . .

OGS Editor 0.10 and live session materials

2016-10-03 00:00

OGS Editor with Mahjong game

Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.

A few words about live session yesterday

2016-09-26 00:00

Mahjong Solitaire was successfully created, and it took less than 4 hours.

We will publish live session materials later this week.

Thank you for joining us.

. . .

Live session is in 24 hours

2016-09-24 00:00

Get ready for live session, it's about to happen in 24 hours!

. . .

Live session: 25 September 2016

2016-09-17 00:00

We will hold live session on 25 September 2016 at 12:00 CEST It's time to create simple Mahjong solitaire game.

. . .

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Created game Live session date