@eugeneloza @valterb @Carring Indeed the forum email notifications are not working for some time (around 3 weeks now I think). I’ll work on getting them back as soon as possible. Sorry for lack of answers lately – I’ll catch up with forum threads soon. In the meantime I see @eugeneloza answered most things
The dragon example has indeed moved to
examples/mobile/achievements/ . It was also reworked a lot compared to the old
examples/2d_dragon_spine_game, to use glTF for background (instead of X3D), and CGE editor for UI designs. It is in practice now very very similar to the “2D game” template, the
examples/mobile/achievements/ just adds sample code to handle achievements, see README in castle-engine/examples/mobile/achievements at master · castle-engine/castle-engine · GitHub .
This move was briefly mentioned in new post Docker image, Android upgrades, Aarch64 optimizations, FMOD on Android – Castle Game Engine (point 4).
As for the LPK having version 6.5: This is known and unfortunately not avoidable. I mean it will be fixed once we release 7.0 release (not alpha), then LPK will just say “version 7.0” then. But in the meantime, there seems to be no way to say in LPK "this is version
7.0-alpha.snapshot". See also Trello .
Note that every other place in CGE correctly claims to be version
CastleEngineVersion constant in
@valterb As for FPS in URL, this was later resolved on Discord I see. In short: use URLs for everything.
But since yesterday, we actually have even better answer: use
.castle-sprite-sheet format instead of Starling, that can be created/edited within the CGE editor itself. Then the FPS can be configured inside the sprite sheet file, and it can even be different for each animation. This avoids using the
#fps... anchor at all.
There will be a big news post about it this weekend For now see docs on Sprite sheets · castle-engine/castle-engine Wiki · GitHub and short example in
@Carring For the screen coordinates, I’ll answer in a thread for it We have a dedicated method that should make it easy for you