Update #12: File Compression

So this week, I’ve taken a break from the graphics and sound programming to work on the deeper levels of the game engine. I have begun creating a file compression system that will be used to contain and compress all game assets for the engine. Of course, the engine can...

Update #11 – Particle demo

Hey guys, So over the last week, alot has been going on behind the scenes at Jcam Technologies. I am now working closely with a small startup indie team to produce the FIRST THIRD PARTY GAME on Jcam Engine 2! Also, just implemented this week, fully controllable particles via lua...

Update #10 – Switching to Lua

Over the past several months, the team and I have been busy putting the final pieces together on JE2. After some major testing, I came to the conclusion that the JScript language is highly inefficient for logic scripting as it takes too long to add functions, and it simply isn’t...

Update #9 – Scripts galore!

So we just rolled the finished syntax for the FCES scripting language for use in Jcam Engine 2. Currently it uses an object based architecture (ex. GRAPHICS>useShader(vert.vert, frag.frag)). It also has a built-in level builder console for easy level development. I’m not going to go on and on about it,...

Technicolor Teapots

Just because I said that I would have screenshots to you guys soon (and never actually gave you screenshots), here are a few screenshots of the post processing shaders that will be used in AS3 and possibly Time Machine.
Check out all of our projects on the projects page as well as concept and logo art on the gallery. The projects on this home page are only our active projects. We have several other games that we have completed that you can download!