During this time FruityLoops slowly grew from a simple midi drum machine into the fully-featured virtual studio that a wide range of musicians is using today.Īfter producing FruityLoops for about four years we changed the name to FL Studio, here’s why: To generate some additional income, Gol developed an EJay type program called FruityTracks that was “OEMed” for Mattel into Pro-DJ (for France & UK) and Radio 538 Music Machine (for Holland & Belgium). The first couple of years were pretty tough as there were hardly any sales and we had to beg people to host the Fruityloops demo on their servers (thanks to Maz!). It was also around this time we came up with the idea of Lifetime Free Updates for the program, that existing customer should get the latest version of the software for free. This turned out not to be a problem as people went WILD about it and sucked our servers dry (downloading the demo) a few days after launch. When he dropped it on our machines it was a simple, MIDI-only step sequencer that we were having trouble placing in our existing product range, leaving us scratching our heads how to market it. He had the idea of merging both into a step sequencer, so he started developing FruityLoops. Meanwhile, Gol was being drawn into the music scene by applications such as Hammerhead and Rebirth 338. We even topped the Belgian game charts 4 years in a row with the CD version of a popular Belgian TV show called Blokken (a game based on Tetris). The rest of our developers continued on our other products like Fact2000 (invoicing software), E-OfficeDirect (a content-based web tool that was the precursor of EZGenerator). The game really shows off Gol’s coding and visual skills (remembering this was made in 1998). You can still download and check out the demo on our Eat This page. Sadly, this was the same time that games were all going 3D and so it went unnoticed. We decided to use Gol’s talent for something better and asked him to develop a platform game, Eat This. It was a little gruesome then, pretty mild by today’s standards, but it that caused the rapper Ice-T to shout: “This game beats cocaine!”… after playing if for like half an hour on our booth at a show in Las Vegas. Gol’s first game for us was a Private Investigator. We immediately saw his talent and convinced him to come and work for us. The most important part wasn’t the win, but the fact we met a 19-year-old developer called Didier Dambrin (known as Gol by our customers).ĭidier not only won 1st prize in the ‘Game’ category but the overall ‘Grand prize’ too. As we didn’t have a lot of cash to spare we reworked an existing game, mailed it in, and won 1st prize in the multimedia category. We released a whole bunch of our CD ROMs including ‘Private Prison’ and ‘Private Castle”.Īround the same time, IBM held a “Da Vinci” contest where 1st prize included color laptops (which cost about $8000 back then). JMC writes: “This was the time CD-ROM games like ‘The 7th Guest’ started to appear and we decided to do a CD-ROM and teamed with ‘Private’, one of the bigger players in the over-18 games market. Surprisingly, this caught on and people asked for more. The first thing they did was develop a Tetris game clone and offered it on floppy disks in the ‘little ads’ in Computer Magazine. If you thought Belgium was all Beer and Chocolates, then you may be surprised to learn Belgium is also the home of one of the world’s most successful music production applications FL STUDIO.Īfter doing more boring jobs (in stock market software & network solutions) Jean-Marie Cannie and Frank Van Biesen (company founders) wanted to have some more fun. Image-Line is a Belgium based software company, founded in 1994.
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We are also focusing on making documentation of your designs more efficient. Modeling improvements remain critical as we continue to improve walls, with tapered walls and improved wall layers on the roadmap. Architectural modeling improvements include the release of elliptical walls in 2020 and slanted walls in 2021. These investments fall into two major areas: architectural modeling and documentation. We are planning on making some notable investments in Architecture going forward. 2021 of course contains all of the functionality released in the 2020 point releases as well. Generative Design for Revit, Slanted Walls, and Enhanced Realistic Views are just the highlights. Revit 2021 has a lot of long-requested and powerful features for Architects. Planned (Some features may be available for testing in Revit Preview)Īccepted Revit Idea (Some ideas may be available for testing in Revit Preview) FOR ARCHITECTURE The blue stickies represent items on our roadmap. Green stickies represent newly added capabilities. We know, it’s revolutionary! □ We hope it makes finding the info you’re looking for easier. Instead of the Create, Optimize, and Connect themes, we’re organizing this update by discipline. This time around we’ve decided to shake things up a little. We do not assume any responsibility to update this roadmap to reflect events that occur or circumstances that exist after the publish date of this roadmap. Our plans are not intended to be a promise or guarantee of future delivery of products, services or features and purchasing decisions should not be made based upon these statements. These statements reflect our current expectations based on what we know today. The usual roadmap ground rules: this roadmap may make statements regarding future events and development efforts for our products and services. For information on what is available in Revit 2021 – please check out our blog post and release notes. We hope the hope you enjoy the new enhancements in the release. As all we shelter and work from home, rest assured the Revit is still thinking about what we can do to make your work better in the future. What a wild ride!!! Thank you so much for your loyalty and support over the years. This month we’re celebrating 20 years since the release of Revit 1.0.
Luuk Holleman from ParkitectNexus released a nice Billboards mod recently: This is not available yet, but it looks like it’s progressing nicely We also gave him some of our internal tools for integration into his modding tool. It’s making use of the games code for ride animations, so ride animations created with this are able to perfectly match the feeling of our own rides. It also has some other helpful features like setting up collisions on objects, which has been tricky to do for mods so far.Īnd most of all it has really great tools for animating rides with just a couple of mouse clicks: He’s been very busy since with creating a fantastic looking modding tool that allows bringing custom objects into the game without requiring any code. You might remember H-POPS as the guy who added the first custom flat ride to Parkitect a while ago. Scenery can’t be clicked in this mode, so this allows to access shops, rides, paths or whatever else was hidden behind scenery, and you won’t accidentally delete it. There’s been a suggestion over on our subreddit recently to allow connecting paths to the ride entrance/exit from the sides instead of just from the front that gained a lot of support, and we were able to make it happen:Īnd we added a toggle for looking through scenery: Feels better and is a good first step towards a working economy As usual with balance it’s nothing final, but you can actually build some profitable parks now. Garret spent a lot of time this week on money balance. |
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