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.

Update #8 – New Nodes!

After working for some time on the Jcam Engine 2D level creator and scripting system, I realized that it was much more intuitive than the current system implemented in JE2. After this realization, I immediately went to work. This work turned out one of the best, most intuitive noding/scripting systems...

Update #7 – 2D all the way!

So since the last update I gave you guys, I have been working on and off on Time Machine and JE2. However, when lacking inspiration (or just plain bored of working with JE2) I would work on Jcam Engine 2D, the engine that powers Spectre Detector. Recently, I updated JE2D...

Update #6 – Crazy news!

Jcam Engine 2: Alot has happened since the last update. Most of the news comes from the integration between the physics engine and the rewritten graphics engine. If you want to see what that is capable of, check it out here:  Spectre Detector: Spectre Detector has been put on hold...
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