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13. July 2016


Spine 3.4 was just released.  Spine is a 2D bone based IK animation system I previously covered in depth here if you are looking for more information.  The 3.4 release brings a number of new features including:paths-tank


    • improved transform constraints
    • shearing (skew/squash/stretch)
    • paths and path constraints (see image to right)
    • spine-sfml, cocos2dx and objc now 3.4 compatible
    • spine-csharp, unity, xna and monogame all 3.4 compatible
    • cocos2d-x v2 runtime deprecated
    • new example projects illustrating path functionality
    • runtimes for Flash currently in progress
    • introduction of Beta versions





You can read more about the release here.

GameDev News

8. July 2016


Tiled, a popular open source 2D map editor, just released version 0.16.2.  If you are interested in learning more about Tiled we have a complete tutorial series here on GameFromScratch.


The 0.16.2 is composed entirely of fixes, including:

  • JSON plugin: Fixed loading of custom properties on terrains
  • Lua plugin: Fixed missing export of object layer drawing order (#1289)
  • Fixed tile index adjustment when tileset image changes width (#1242)
  • Fixed --export-map [format] option (#1307)
  • Fixed shortcuts for some tools when language is set to Dutch (#1280)
  • Fixed a painting related bug affecting the top edge after AutoMapping (#1308)
  • Fixed issues when compiling against Qt 5.6 on OS X and Windows (#1309)
  • Fixed crash on maximizing with Maps view open on Windows (#1153, #1268, Qt 5.6.1)
  • Fixed focus issue while typing predefined object types (#1244, Qt 5.6)
  • Fixed silent fail when saving to restricted location on Windows (#965, Qt 5.6)


You can read the entire notes release here.

GameDev News

27. June 2016


Nevigo, the makers of articy:draft, just released a short video illustrating their upcoming Unity plugin.  Articy Draft is a visual environment for designing and arranging game content such as dialog trees, plot points, etc.  The best way I can describe it is it’s like Viseo for game developers.  You can see a quick preview of the plugin in action, showing updating dialog moving from Articy to Unity in just a few seconds.


If you watched my recent Steam Summer Sale for Game Developer video, you may have noticed that Articy:Draft SE and Articy Draft 2 are both currently for sale on Steam.  I don’t have any hands on time with this software, is this a product you would be interested in me reviewing in the future?

GameDev News ,

15. June 2016


Spine is a 2D bone based animation system compatible with almost every modern game engine.  I recently covered Spine in this detailed review a couple months ago.  Esoteric Software just released version 3.3.0 today.  The biggest features of this release are certainly animatable paths and path constraints.  That said, there are several changes in this release:

  • Added paths (cubic splines) that are keyable and weightable.
  • Added path constraints so a bone can follow a path.
  • Bounding boxes are now keyable and weightable.
  • Bounding boxes now have a color.
  • IK and transform constraints now appear under the target bone in the tree.
  • Added constraints to tree filter.
  • Constraints can now be created by clicking New... on a bone's properties in the tree.
  • Can drag/drop or copy/paste to copy transforms for bounding boxes and paths.
  • Fixed root bone translation not following parent or world axes.
  • Changed automatic backup file names to include the Spine version number.
  • Icons for clickable bone labels.
  • Added Match button for transform constraints to set the offset values to match the bone's current transform.
  • Fixed vertices in selection groups sometimes not working after a project reload.
  • Selection group internals have changed, selection groups in older projects have been cleared (sorry).
  • Fixed position of self intersecting bounding boxes.
  • Local shear is disabled on IK parent bones. The math is insurmountable. Local nonuniform scale is fine and it can still inherit nonuniform scale and shear.
  • Fixed exiting edit bounding box mode without creating vertices.
  • Dopesheet Select bones button now also selects the bones in the tree.
  • Fixed single bone IK with nonuniform scale.
  • Fixed automatic backups being created even when disabled.
  • Import Data and Import Project are now available in the trial.
  • Faster image export when loading many different images.
  • Fixed exporting multiple skins not loading the images correctly.
  • Fixed mesh, bounding box, and path tool origin from jumping after manipulation and undo/redo.
  • Increased zoom in amount.
  • Weights view doesn't lose selected bones when undo/redo is used.
  • Added a Set Parent button when multiple images are selected.
  • Higher contrast for selected dopesheet bones.
  • Pose tool translation no longer loses the current selection.
  • Fixed horizontal scrollbar scaling in lists.
  • Fixed file dialog on OS X, no longer shows full path as file name.
  • Slightly smaller project file size.
  • Fixed a number of hotkeys when a non-English language is used.
  • Tool and bone selection colors aren't drawn when using color dialog.
  • Added bone transforms to Metrics view.
  • Fixed IK mix from rotating the wrong direction in some cases.
  • Can now paste keys from one IK/transform/path constraint to another.
  • Fixed transform constraints showing as edited but not keyed (yellow).
  • Click + drag on multiple visibility dots now uses a single undo/redo step.
  • Fixed Events node visibility when there are multiple skeletons and when duplicating a skeleton.
  • Hovering over a bone or slot label highlights it in both the viewport and tree.
  • Attachments and bones can now be selected via the tree even if hidden or selection is disabled by the Options panel on the main toolbar.
  • Fixed tree not scrolling to correct location in some situations.
  • Fixed color chooser slightly changing some color values.
  • Increased time to show image preview for region and mesh attachments versus image files.
  • Improved constraint icons and colors.
  • Improved tree selection when shift and/or ctrl are held.
  • Tree expands and scrolls to selection when filters change.
  • Enforced inherit rotation and scale for IK constrained bones.
  • Entering mesh/bounding box edit mode no longer shows images/others.
  • Constraint bone/slot/attachment labels truncate long names in tree properties.
  • When changing attachment visibility, if the previously visible attachment was selected in the tree, the newly visible attachment is selected.
  • Fixed select box list display location.
  • Fixed FPS label color.
  • Dopesheet now highlights rotate, translate, scale, or shear timelines depending on which tool is selected.
  • Darker triangles lines in mesh edit mode.
  • Bones are only shown with weight colors when the Weights tool is active.
  • Fixed Create tool mouse cursor icon disappearing after deselection.
  • Transform constraints can now constrain multiple bones.
  • Arrow keys can translate in mesh edit mode.
  • Arrow keys work when vertices are selected with the Rotate tool.
  • Hold shift with the Create tool when creating a new bone to keep the parent bone selected, to more easily create many siblings.
  • Bone and image compensation buttons are now highlighted when compensation is applied.
  • When no bones are selected, the Create tool selects the root bone if the project contains only one skeleton.
  • Better relative path calculation, preventing ../ back to the drive root.
  • Set Parent works for multiple slots or bones.
  • Numeric transform entry is applied as you type.
  • Prevented double clicking launcher buttons.
  • Better horizontally tree scrolling when viewport objects are selected.

GameDev News

15. June 2016


Today Trimble just announced the beta of My.Sketchup, a version of their popular 3D modeler Sketchup, that runs entirely in the browser.  Previously owned by Google and used to make 3D models for their Google Maps solution, Sketchup is a 3D modeling application that makes modeling extremely quick.  Sketchup also has the 3D warehouse, a massive collection of models that are free to use directly in Sketchup.

My.Sketchup is currently in beta, if you are interested in joining you need to sign up and wait for an invite.  They aim to bring the entire Sketchup experience to the browser.  From their own announcement:

What is my.SketchUp? Why my.SketchUp?

One of SketchUp’s greatest strengths is its accessibility. Pretty much anyone can sit down in front of SketchUp with little or no prior experience in 3D modeling and be up and away in a few minutes. A little experience with drawing helps, and it is always motivating to have a project in mind that you want to model… but SketchUp is about the easiest tool available today if you want to visualize your ideas in 3D.

Since the beginning, SketchUp has relied on the presence of a desktop computer running an operating system from either Microsoft (Windows) or Apple (Mac OS X). And while that has been a great platform for SketchUp for the last fifteen years, it just doesn’t cover today’s spectrum of computing platforms like it used to.

For the last ten years, we’ve seen the inexorable rise of the Internet as a full-fledged platform for development. In our time at Google, we learned a new way to think about computing -— cloud first, respecting the power and ubiquity of the browser. And the Internet has (finally) matured in the last few years to provide a platform for development to support something as technically complex as 3D modeling.

Today, I’m pleased to announce the next big thing for SketchUp. We’re extending it to the cloud, bringing a full 3D modeling tool to anyone with a modern web browser.

My.SketchUp is a full implementation of SketchUp. All the tools you know, working exactly the same way they do on the desktop. This isn’t a watered-down, partial implementation. It’s the full shebang, running in your web browser with no special plugins or extra stuff to download and install. Just good old SketchUp.

My.SketchUp is also something entirely new. Working together with Trimble Connect, it is the most connected and collaborative version of SketchUp we’ve ever shipped. Your models are automatically stored in the cloud, available from anywhere. You can easily share them with others, combine your models with others, and manage changing versions, clashes, and comments over time.

If you’re already using SketchUp on your desktop computer, this isn’t meant to be a replacement. my.SketchUp is 100% compatible with SketchUp on the desktop, and you’ll have no challenges moving your models back and forth. They are just plain vanilla “.skp” files. We’re committed to keeping that true forever.

All that said, we’re still working out some details, polishing up the UI, and tuning the performance. Our release today is a public beta and a preview of my.SketchUp. We’re not done with this thing yet. Here’s a my.SketchUp FAQ that will give you a clearer expectation as you get started.


You can request an invite here.

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