uFrame 1.0 out now and a 24hr Deal Sale 50% off

After getting 0 sleep we are very excited to announce uFrame 1.0, visual game development like you’ve never experienced before. Now part of the 24hr Deal Sale at 50% off.:smile:

We are posting the latest tutorial videos as I write this.

We plan on sleeping just a few hours but will be back to answer any questions in a bit, we thank everyone for there continued input and support.

Congrats on the release guys! Maybe some sleep is in order this week?

I’m not affiliated with these guys at all (I’m a paying customer) but I have been helping test 1.0 over the past few weeks, and I was also using the previous version fairly extensively before moving over to the 1.0 test releases. I just thought I would jump in and give my take on things and maybe provide another voice on what uFrame is and why it’s a big deal.

The workflow from the previous version is exponentially better allowing you to visually design your game very quickly, while generating all the boring stuff in the background, automatically wiring everything together for you.

The design part goes something like this (excuse the rambling that follows), what are some basic main elements my game needs? Player, Item, Enemy, UI. What properties does a Player have? Name, Health, a collection of Items, what actions can happen to this Player? ApplyDamage, PickupItem. That’s your Player element definition complete, code generated in background. Now what if I wanted to display the player health in the UI? No problem, create a View that updates a UI label and is linked to the Player element, grab a reference to your label, in your HealthChanged method set the new value, the label now auto updates when the Player’s health changes.

How would you go about dealing with Enemies? Give them a property, Damage, their GameObject would have an EnemyView attached, when a collision is detected, you get the Player element that collided with the Enemy and Execute it’s ApplyDamage command. The Player’s controller receives this command and can then decide what to do with it, if you had an armor rating for example, you could adjust the damage before applying it to the Player element. Once the Player controller is finished doing it’s logic it will then set Player.Health, but because you were smart and already linked up the UI health label earlier it will get notified of the change and update the label accordingly.

This is a very simple example but you can kind of see the power behind it. Unless you are very disciplined, experienced developer your components can quickly become a tangled mess of spaghetti, something I am sure a lot of you can relate to in one form or another. uFrame almost forces you to write a well structured, easily maintainable codebase with very little effort at blazing speed.

All that being said, there is a slight learning curve (the same with anything I guess), when moving from a pure component approach, but it is well worth the effort and doesn’t take that long at all. I see they have hours of new tutorials up, although I haven’t had a chance to watch them yet I am sure after watching those you will be good to go.

braaad, thanks so much, Micah will be on once he wakes up.:smile:

All tutorial videos are up and running :slight_smile: