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31. May 2018


Now that Armory3D is fully funded an installable version will be available for download any day now.  Armory is a game engine built using the Haxe programming language over the Kha framework that runs inside the open source graphics application Blender.  The timing of this release is ideal, as it was recently announced the Blender Game Engine is being removed from Blender.


Armory is a game engine I’ve been excited for for some time now.  You can learn more about Armory here, access the complete documentation here and download the source code here.  Additionally there are a series of examples available here with more complicated/complete templates available here.  Hopefully the full version will be available for download in the next few days.


I fully intend to do a tutorial series covering using the Armory game engine, which hopefully I will be launching soon.  However in the meantime I created this introduction to Armory which should illustrate to you why this engine has me as excited as it does.  Of course being built on top of Blender, you are also going to have a solid understanding of Blender to make used of Armory3D.  Thankfully, I’ve got you covered there with both a text based and video based Blender tutorial series to get you started.


Video Link

GameDev News, Programming , ,

29. May 2018


If you are a pixel artist, one of the most challenging tasks you have to deal with is handling multiple resolutions and aspect ratios that your game might run at.  Thankfully if you are using the newest (Unity 2018.2b3 or later) version of Unity there is now a new component that makes this job borderline trivial.

Announced in the following tweet:

image


You can download the component and a couple sample scenes here on Github, and you can read more about it here.

The 2D Pixel Perfect package contains the Pixel Perfect Camera component which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.


It is a single component that makes all the calculations needed to scale the viewport with resolution changes, removing the hassle from the user. The user can adjust the definition of the pixel art rendered within the camera viewport through the component settings, as well preview any changes immediately in Game view by using the Run in Edit Mode feature.

Using the camera is simple, once the package is installed, it’s simply added to a camera and configure:

image

Your game should now scale gracefully across resolutions and aspect ratios.  To see the Pixel Perfect Camera in action be sure to watch this video, also embedded below.

GameDev News, Art, Programming

28. May 2018


Last month we reported that Blender Game Engine (BGE) was being removed entirely from the source code of Blender for the upcoming major 2.8 release.  Judging by the comments section this was certainly a polarizing decision, with replies basically falling into two camps.  On one side there was a lot of “good riddance to bad rubbish” type replies, while in the other camp it was mostly “I’m done with Blender if this happens”.  Clearly the decision impact enough people that something had to be done.  Well, that something was just announced on Twitter:

image


The linked article from the developer mailing list:

Hi all,

The Blender Foundation Development Fund has reserved a number of bigger donations (also on donator's request) for game engine and interactive 3D related features.

Now 2.8 is getting shaped up, it was time to check on this topic. Yesterday afternoon I met with Benoit Bolsee and a couple of Code Quest participants, to discuss the future of Blender's real-time 3D needs and "interaction mode".

The outcome is that Benoit accepted a grant to work as designer and lead developer for one year on bringing back a good real-time interactive 3D system in Blender. He will do this part-time, in average 1.5 days per week, starting July 1st.

Obviously all work and further discussions will be done in public; using our regular channels (mailing lists, code.blender.org, developer.b.o, devtalk.b.o). Help from other Blender developers is very welcome. This will be further announced when Benoit starts.

To summarise, work will first be done in two areas;

- Implement a high quality real-time viewport with physics/event handling. This should result in a pleasant & usable environment to setup and bake simulations.

- Design and prototype a new nodal logic system.

Related to this work is also to enable good support (export or some kind of integration) for external game engines such as Godot, Armory, Blend4Web, Unreal, Unity, etc.

I especially invite the first three (open source) projects to connect with us to find ways to keep a high level of compatibility.

Work on typical GE features such as super-fast drawing (LOD, etc) are welcome too but should be part of the regular work on Blender's viewport and our internal drawing engines. That way everyone benefits. Laters,

-Ton-

Blender Game Engine is not coming back, but a great deal of the functionality that was removed with it will be returning. Additionally Blender will be working directly to support Blender as a game development tool for existing game engines.

Art, GameDev News, Programming ,

27. May 2018


YoYo Games, the makers of the popular GameMaker game engine are now looking to become a publisher for developers using their product.  Here is Chris Trewartha, manager of the new publishing department describing their ultimate goals in the announcement blog:

“We want to build a portfolio of games, made with GameMaker, that really stand out from the crowd through their concept, design and mechanics,” said Chris Trewartha, Publishing Manager of YoYo Games. “We will work with the developers to give them the support they need, enabling them to realise their full potential.”

If you are looking for someone to fund your game, or if your game is in the design stages (at least for now), this publishing program is not for you.  From the FAQ:

Funding development isn’t something we’re considering at the moment. Our priority is to identify games that are closer to completion and help bring those to market successfully.

Our initial priority will be games that are reasonably close to completion. It’s good to talk though, especially if you are interested in getting a critical opinion on what you are doing, so don’t be afraid to send early work.

I suppose it should go without saying, but this program is only aimed at developers using GameMaker Studio.  The exact nature of the publishing deal is negotiated on a game by game basis.  If you are interested in submitting:

Simply send us information on your game. That may include:

  • Screenshots and video
  • Playable build
  • Design documentation
  • Timeline and planning
  • Team information

We are former developers, so we’re used to seeing work in progress. Don’t feel you need to polish anything up significantly before talking to us. If you can show the level of polish you can achieve, perhaps on a previous project, that’s good enough for us.

The email address to use is [email protected]

If you are interested in learning more about GameMaker Studio 2, be sure to check out our Closer Look review or watch the video embedded below.

GameDev News

25. May 2018


Phaser releases continue to be fast and furious, with the most recent release being 3.9.0.  Phaser is a mature 2D HTML5 based open source game framework.  You can learn more about Phaser 3 in our hands on video available here.  The 3.9.0 release continues to improve the plugin manager added in the previous release, returns camera lerping functionality and improves canvas focus loss handling.


Highlights of this release:

  • Better support for canvas focus loss. If you're making a fully keyboard controlled game it was easy to lose focus of the canvas before when tabbing away, but it'll now resume properly on return. There is also a new focus event you can listen for.

  • Camera lerp is back! You can provide interpolation values for following targets to smooth off those transitions. There's also a new follower offset property, so you don't have to be quite so tightly focused on the target as before. Camera shake has also been fixed for dynamic tilemap layers.

  • The Plugin Manager continues to improve after it's 3.8 overhaul and now easily allows you to register new file types, even in the current Scene. You can also now install global single-instance plugins as Scene properties.

  • Containers can now be made interactive without providing a shape object, as long as you've given them a size.

  • Most Game Object destroy handles have been updated. There was an issue where Game Objects inside Containers or Groups would be destroyed twice when a Scene shutdown. This is now handled properly and pre-destruction is handled by the objects themselves.

  • The Particle tint value was being incorrectly calculated, causing the color channels to be inverted. Your particles now tint properly :)


You can get a great deal more detail about this release as well as download 3.9.0 right here.

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