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14. August 2018


Are you looking to learn how to use Unreal Engine?  If so, today Epic just launched their new online academy, which is home to all of their existing video tutorials, as well as several new videos, organized into courses by industry or job position.  Current courses are split into the following tracks:

  • Game Development
  • Architecture
  • Industrial Design
  • Media and Entertainment

Details of the new course from the Unreal Engine blog:

Additional tracks sort content by job roles like Designer or Programmer, and each series is labeled with levels from Getting Started to Master Level. Videos are available on demand, and series are broken into short chunks for convenient learning anytime, anywhere.

This new platform includes a lot of the great video content you’ve seen on our website in the past, plus dozens of new videos on common workflows, new features, and a whole lot more! The learning platform is open to everyone, and offered free of charge. More content will be added regularly.

You can access the Unreal Engine Online Learning platform through the Video Tutorials option under the Learn tab at the Unreal Engine website. Check out the videos and get started on your journey to mastering Unreal Engine!

You can access the courses by clicking the Vide Tutorials link in the Learning section of the Epic Game Launcher, or by going to the website academy.unrealengine.com.  Best of all, all of this content is completely free.

GameDev News


14. August 2018


Today is the first release of the CopperCube game engine, since version 6 came out a month ago.  This release is relatively minor, including mostly quality of life changes such as improved selection capabilities as well as an enlarged debug console, improved scene restart functionality and more.  If you are interested in learning more about CopperCube be sure to check out our complete tutorial series available of DevGa.me.


Details of the release from the CopperCube forum:

This update includes some improvements and fixes for some minor bugs of the 6.0 release:

- Better selection indication
Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.
- Larger Debug console
For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized.
- Improved restart scene action
Previously, the 'Restart scene' action would not reset altered fog and postprocessing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.
- CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can't be used together at the same time. It will disable anti-aliasing now for this by default.
- Various minor improvements and tweaks here and there.

GameDev News


10. August 2018


Cerberus X is a custom programming language and IDE designed for 2D game development.  It is an open source rebranded version of the Monkey X programming language, which in turn was inspired by the Blitz series of BASIC-esque programming language.  Cerberus X is now open source, available on Github and released under the zlib open source license.

Details of the current release:

FIX: [GLFW.ANGLE] Added z coordinate to mouse button events.
NEW: [GLFW.ANGLE] Added mousewheel event.
NEW: [AGK] Added support for AppGameKit OSX 64bit Desktop and the iOS platform.
FIX: [IOS] When you build and run, the iOS Simulator opens up again and the app will be installed and run.
MOD: [ANDROID] Updated to latest Gradle build tools and SDK
NEW: [mojo] Added SetColor:Int(rgb:Int) command so you can use hex color rgb values.
MOD: [mojo/mojo2] Added debugging log if loading an image failed.
FIX: [AGK/AGK_IOS] Fixed media folder being deleted evey other compile run.
FIX: [AGK/AGK_IOS] Fixed AGKBuildTarget creating an unusable native function.
FIX: [example] Changed server to httpbin.org in the mak/httprequest example.

For more information and to see Cerberus in action check out the video below.  You can download Cerberus X on itch.io.

GameDev News


9. August 2018


Yoyo Games have just announced that the open beta for Nintendo Switch support in GameMaker Studio 2 is now available.  The formal release should launch in September, enabling GMS developers to publish their games for Nintendo’s popular console.  There are already a few GameMaker developed titles on the Switch, such as Undertale and Hyper Light Drifter.  There is however an additional cost to enable Nintendo Switch export from GMS, detailed below.

Details on getting started:

To become an authorized Nintendo Switch developer, please sign up at https://developer.nintendo.com.

The next step, once you have signed-up as a Nintendo Switch developer, is to register your request to take part in the Open Beta via Nintendo’s GameMaker middleware web page. Please note, you will be required to sign-in to your Nintendo Developer account to access this page.

Lastly, to participate in the Nintendo Switch Open Beta for GameMaker Studio 2, you will also require either a Nintendo Switch licence ($799/ 12 months) or a GameMaker Studio 2 Ultimate licence ($1,500 / 12 months), which provides access to all of our export options. Once approved, these will be available to purchase on your YoYo Games account.


Please note, I signed up as a Nintendo developer and was unable to access the middleware page, so hopefully this is an issue that is resolved soon.  If you are interested in learning more about GameMaker, be sure to check out our complete review.

GameDev News


7. August 2018


Cocos Creator 2.0 was just released.  Cocos is a free to use cross platform 2D game engine with a full game editor, scripted using JavaScript, TypeScript or CoffeScript.  If you want to learn more about Cocos Creator, be sure to check out our complete CocosCreator Tutorial Series over on DevGa.me.  The upgrade to Cocos Creator 2.0 includes a new underlying renderer, streamlined APIs, an improved Camera component, a better start-up experience and more.


Details of 2.0 from the Cocos Creator forum:

Editor
  • Implemented premultiply alpha, filter mode, wrap mode configuration of Texture
  • Abstract the mixed mode configuration into the RenderComponent component base class, all render components can be configured
  • Camera component upgrade, as a direct rendering entry, you can configure various base rendering parameters
  • With Quick Compile integration, the custom engine only needs to use the menu’s developer options -> compiler engine to compile quickly in a matter of seconds
  • Open the WeChat game open data domain as a publishing platform with a separate publishing panel
Engine
  • Add a new renderer based on the 3D engine
  • Render component is fully upgraded
  • Remove the render tree completely, assemble the render data directly and submit the render by the render component
  • Streamlined cc namespace API
  • Streamline Director API
  • Camera component upgrade
  • Start process upgrades, user scripts and plugin scripts can more easily interfere with engine initialization
  • Platform-specific startup code is separated and easier to customize
  • Event system optimization, distinguishing between system events dispatched by the capture bubbling mechanism on the node tree and normal events directly dispatched
  • Fit Width & Fit Height is also compatible with the WeChat game platform.
  • The RenderTexture resource type has been officially added to save the rendered content captured in the camera.
  • Simplify TiledMap functionality to pave the way for subsequent upgrades
  • Physical engine upgrade, performance optimization

You can download Cocos Creator for Windows right here, while the Mac version is available here.  The reference materials have been updated to 2.0 as well.

GameDev News


See More Tutorials on DevGa.me!

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