The Birth of RaptorGL
I was changing it so rapidly and breaking compatibility with previous versions that I decided not to make the code public. Didn't want any angry users.
Over the years I added a lot of great functionality inspired mostly by PyGame. My 2 favorites are SpriteGroup and Surface.
SpriteGroup allows you to group related sprites into one object, like bullets. Which is really cool because each update the game loop needs to call updates only on the SpriteGroup and not on every bullet sprite. Then the SpriteGroup can loop through the array of sprites and update them as needed.
Surface allows you to prototype a game or animation without any image. It supports simple shapes like rectangle, circle, and triangle. This gave a Huge boost to development and as far as the Sprite is concerned it's an image, so when the dev is ready he can just swap the surface out with an image.
Development stagnated in 2010 and it I stopped using it altogether due to lack of time. Last year in 2011 the interest sparked again to write some simple games we can play in the browser. I quickly polished off my code and it was used as the basis of this new project.
I was unhappy with the name so a friend and I were brain storming on it, after many choices I came up with Raptor. Basing it off of movies I liked how smart they were, agile, and fast. So Raptor Game Library or RaptorGL was born.
We were rapidly working through the code and iterated lots of changes. I was writing the core code and he was writing examples/tests for each feature. We made good progress but then again life and work got in the way. By August I was the only one committing to the code base and RaptorGL became a single developer project again. Then I lost interest again...
So if you haven't yet, take a look at the RaptorGL website and spread the word.