Category: Game development

CRM64Pro v0.80.0: A major milestone on the road to v1.0.0

CRM64Pro GDK v0.80.0 is now available. This release marks an important milestone for us: all the modules planned for the first stable release are now implemented, working and validated. In our June 2016 post, “CRM64Pro current state”, we wrote about the work needed to build a project like this. Ten years later, including some long…


CRM64Pro v0.20.0: Scene particles, animated lighting, and expanded image support

CRM64Pro GDK v0.20.0 is now available, bringing particle effects directly into Scene workflows, adding animated point and spot lights, and expanding image format support across the GDK and EditorC64. Building on the particle and lighting systems introduced in v0.19.0, this release makes dynamic effects a native part of Scene authoring and playback. Scene particles can…


CRM64Pro GDK v0.19.0 Particle effects, 2D lighting and Universal VTT maps

CRM64Pro GDK v0.19.0 is now available, introducing the first public Particle module, a lightweight 2D lighting pipeline, and complete EditorC64 workflows for authoring effects and importing Universal VTT maps. This release focuses on dynamic visuals that remain practical for 2D games. Particle effects can be created from built-in presets or designed from a blank emitter, previewed…


CRM64Pro GDK v0.18.0 Video, CDCv2 and Scene import update

CRM64Pro GDK  v0.18.0 is now available, bringing the first public Video module, the new CDCv2 archive backend, and expanded EditorC64 workflows for Scene and animated tile content. This release continues the modernization work started in earlier versions, but moves the focus from GUI structure to media, archive storage and API consistency. The biggest user-facing additions…


CRM64Pro GDK v0.17.0 Major GUI update

CRM64Pro GDK  v0.17.0 is now available, and this release is centered on a broad refactor and expansion of the GUI system. After the networking work in v0.16.0, this version moves the same kind of cleanup and modernization into the user-interface layer. The goal was not only to add more widgets, but also to make GUI…