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20. February 2018


Creature, a 2D animation system from Kestrel Moon Studios, just added real-time morph target support for game engines such as Unreal Engine and Unity.

Real-time Morph Targets allow you to create a set of morph pose animations that can be smoothly blended and targeted in real-time while running in Game Engines. You author the morph poses in Creature and export them out to have the functionality run live in the desired Game Engine. This allows for some very compelling/sophisticated animation effects to be achieved in real-time, including the ability to have 2D characters that exhibit pseudo 3D Head Turning effects towards a target direction/location.


You can learn a great deal more about real time morphing in their documentation available here.  Or by watching this video:

GameDev News

20. February 2018


A new version of Gideros, 2018.2.1 was just released.  Gideros is an open source, free cross platform Lua powered 2D game engine capable of targeting Android, iOS, MacOSX, Windows Phone, Windows and Windows RT.


Details of this release from the Gideros blog:


Enhancements

  • TileMap cells can now have a colour tint and alpha setting (per tile!!!)
  • TileMap new setTexture command.
  • TileMap new setRepeat command.
  • Requires plugin now has a switch for tilt games (no rotation mode)
  • [core] Handle various new keycodes
  • [android] New splash screen code
Fixes
  • Add MOUSE_HOVER to the list of input events for a sprite
  • [bump] remove extraneous check on querySegment functions
  • [gps] Honor GPS threshold, fix geolocation source, more binders
  • [doc] Updated movieclip doc
  • [plugin/iab] Correct plugin script
  • [export] Show button disabled until export complete.


Gideros can be downloaded freely here.

GameDev News

15. February 2018


Unity have acquired another developer from their asset store, this time ProBuilder.   Like previous acquisitions, they turned around and made the tool available for allStair-Shape-GIF developers for free!  The full editions of ProBuilder and PolyBrush are now available for free download in the asset store.  They are part of the roadmap to be incorporated into future editions of Unity.

ProBuilder enables you to model directly in Unity, excellent for prototyping.  PolyBrush, currently in beta,  enables you to do terrain like painting directly on meshes instead of just terrains. 


Details of the acquisition from the Unity blog:

We are excited to announce a powerful new addition to our creative tools suite: ProBuilder (with other great tools) and its creators, have joined Unity. Please welcome Gabriel Williams & Karl Henkel to Unity!

Gabriel & Karl have been delivering awesome tools to enable fast and easy level design directly in the Unity Editor. With ProBuilder you design, prototype and play test rapidly your levels right in Unity. With Polybrush (beta) you refine your creation by sculpting complex shapes, painting in custom lighting or coloring, and blending textures across meshes.

In Unity 2017, we added powerful visual tools like Timeline, Cinemachine, a new FBX Exporter and we are continuing on our efforts to help artists, designers and developers create and collaborate more efficiently.

Starting today the full editions of ProBuilder and Polybrush are becoming part of Unity feature roadmap. They are now available at no additional cost to all Unity subscription plans (Personal, Plus, Pro and Enterprise).


The acquisition also includes ProGrids also available from the Asset Store for free.  ProGrids provides simple grids for easy level placement and modular level design.  They also intend to roll ProGrid functionality into Unity in the future.

GameDev News

15. February 2018


Kotlin is a new open source language being developed by JetBrains, the folks behind such IDEs was IntelliJ, WebStorm, CLion and tools like ReSharper.  Version 0.6 of Kotlin Native was just released yesterday with support for Java 9, Objective-C container interop improved debugging and of course several bug fixes and improvements.  Kotlin is a JVM based language that essentially aims to be a better Java, more expressive with less typing while fixing a number of the languages warts.  Kotlin/Native is the technology that enables you to compile Kotlin apps directly with no need for a VM.

Kotlin

Details of the release from the Github page:

Support multiplatform projects (expect/actual) in compiler and Gradle plugin

  • Support first embedded target (STM32 board)
  • Support Kotlin 1.2.20
  • Support Java 9
  • Support Gradle 4.5
  • Transparent Objective-C/Kotlin container classes interoperability
  • Produce optimized WebAssembly binaries (10x smaller than it used to be)
  • Improved APIs for object transfer between threads and workers
  • Allow exporting top level C function in reverse interop with @cname annotation
  • Supported debugging of code with inline functions
  • Multiple bugfixes and performance optimizations

GameDev News

13. February 2018


After almost two years in development and a few months of Beta, Phaser 3 is finally available.   Phaser is an open source HTML5 game framework with a massive communityPhaser3 behind it.   We did a full Phaser with TypeScript tutorial series using the previous version of the framework, and I have long been a huge fan.  The 3.0 release has had a long and painful gestation period that you can read about in detail here.  This new release is built around a new more modular design, has an all new renderer, state manager and more.  It is an early release though and documentation and tutorials are nowhere near the 2.x levels.  For the record, the Phaser 2.x branch is continuing development as Phaser Community Edition.


Details of the announcement from the Github page:

After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!

Please understand this is a bleeding-edge and brand new release. There are features we've had to leave out, areas of the documentation that need completing and so many cool new things we wanted to add. But we had to draw a line in the sand somewhere and 3.0.0 represents that.

For us this is just the start of a new chapter in Phaser's life. We will be jumping on bug reports as quickly as we can and releasing new versions rapidly. We've structured v3 in such a way that we can push out point releases as fast as needed.

We publish our Developer Logs in the weekly Phaser World newsletter. Subscribe to stay in touch and get all the latest news from us and the wider Phaser community.

You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Slack and Discord channels.

Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.

Happy coding everyone!

Cheers,

Rich - @photonstorm


I have downloaded the new release and am playing around with it as I write this, so stay tuned for more.

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