Zircon is an easy to use multiplatform Tile Engine & Text GUI.
Zircon is an extensible, multiplatform and user-friendly tile engine.
A new Zircon version is released: 2021.1.0-RELEASE
A new Zircon version is released: 2020.2.0-RELEASE
A new Zircon version is released: 2020.1.0-RELEASE
Multiple new tutorial articles are out!
Our roguelike game is now complete. Let's take a look at what we can do next!
Our game is almost complete now, and the only thing which is missing is a Victory and a Lose screen. Let's add them now!
Now we have almost everything in our game, but a new player might be puzzled how to play. Let's add help and examine dialogs!
Multiple new tutorial articles are out!
We can kill a lot of monsters now but we don't gain anything else apart from the loot. Let's add leveling to our game!
We have loot lying around in the dungeon, but it is kinda lame. Let's create a new type of monster which will carry these!
Our character can loot food, but there are no weapons nor armor in our game yet. Let's create them.
New tutorial article & Tileset Upgrades
We have a lot of information about our character, but we can't see them. Let's add some visualization for them!
New tutorial article & Performance Upgrades
New tutorial article & API cleanup
Having items is nice, but let's improve on that by adding a new game mechanic: hunger!
New tutorial article, HBox and VBox implemented + debug mode improvements
Since we have combat, monsters, and fog of war, now is the time to add items to our game!
New tutorial article, example upgrades, and progress with the new HBox
Now that we have Fog of War, let's hide something beneath it: a wondering monster!
Having stairs to lower levels is nice but it is no fun if everything is visible at once. Let's add a vision system!
When static images won't cut it there is the built in animation system at your disposal.
New tutorial article, progress bars and Graphical renderer for LibGDX
New tutorial article, progress bars and Graphical renderer for LibGDX
Now that we have real combat let's expand the explorable dungeon to all the levels we have generated!
This week there is a new tutorial article, and updates from projects using Zircon
This week there is a new tutorial article, and updates from projects using Zircon
Having monsters in our world asks for one thing: real combat. Let's work on that a bit!
New tutorial article for Caves of Zircon, and a bunch of new documentation pages added!
Whenever you develop a program you'll eventually bump into some bugs. To debug them you're going to need proper logging.
Now that we can interact with the World, the next logical step is to add monsters to it!
New tutorial article for Caves of Zircon, and new tilesets are arriving to Zircon!
While walking through walls is fun, it is not a good game mechanism. Let's improve on that with Entity Interactions!
This week is 7DRL!, also Amethyst upgrades, and new documentation pages have arrived.
Now that we have a Player in our game let's learn how to move him around!
Input handling upgrades, infinite modals and integration testing!
Our cave is ready to explore, so let's add a player to it!
Input handling upgrades, and component events have arrived!
This week input handling was refactored to the new model, and now it supports event bubbling and capturing!
This week we came up with a prototype for the new input handling mechanics, and also upgraded the Game Area
Zircon follows a versioning scheme which is reminiscent to JetBrains' versioning strategy but with a twist.
New tutorial article is out! We also have a new splash screen from now on for Caves of Zircon.
Now, we generate an actual dungeon, or rather a cave we can explore in our game.
New tutorial articles are out for Caves of Zircon, and View support was added to Zircon.
We gonna learn how to work with Views and Screens and also how to handle inputs from the user.
We released the Christmas Release this week, and also the first version of Caves of Zircon.
A new Zircon version is released: 2018.12.25-XMAS.
This week was about release preparation, adding data binding and bug hunting.
Preliminary LibGDX renderer implementation for Zircon is ready! Also there are some new fetures in Caves of Zircon.
This article explains how to set up the tutorial project on your computer and get started with it.
Caves of Zircon now has inventories, items, wandering creatures and more! We also have a contributor who is working on a libGDX implementation!
This article is the start of a tutorial series which will teach you how to write a roguelike game.
We're now nearly halfway through with Caves of Zircon! We also added some minor improvements to Zircon.
Zircon has a lot of built-in things in place but sometimes you want to use external resources. This page explains how to work with them.
Sometimes all you want to do is just drawing shapes onto the screen. This article will teach you how to do so with Zircon.
All this fancy tile graphics and ASCII art is worth nothing if your player's can't interact with your game! In this article we'll learn how to handle Inputs in Zircon!
If you want to display you TileGraphics on a TileGrid or Screen while still being able to move it around, try Layers!
When you start using Components you'll quickly feel the need to have some uniform way for coloring your Components. Color Themes are the solution for this problem.
In this document you will explore the main design guidelines behind Zircon.
This document will help you understand how to compose Tiles into in-memory graphics objects.
Drawing shapes and tiles by hand is only so much fun. Good thing is that Zircon comes with a full-blown Text GUI interface. This article will explore The Component System in depth.
Had progress with Cobalt and integrated it with Zircon. Now the EventBus is no longer part of Zircon.
Roadmap for the next release with announcing some new things.
A new Zircon version is released: 2018.5.0-RELEASE.
Some old issues closed: TextArea now works as intended, plus some usability upgrades.
Release preparation with some Modifier upgrading. Thanks for Coldwarrl for helping us out!
Our agenda was release preparation and API streamlining this week!
This week was mostly spent with the Component system upgrades. We also had some fun with lightweight animations.
This week was spent devising how component wrapping should be done. We also made some upgrades to how TileGraphics works.
Wanna learn how to display different TileGrids on your screen at different times? This article explains how to use Screen objects to do so.
This Crash Course is all you need to understand how Zircon works.
This is example about loading Rexpaint files in Zircon.