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25. September 2018


Back in March of this year, Epic announced a $12 million dollar asset giveaway of their now defunct game Paragon.  This included several characters and world creation assets from the game, in Unreal Engine format, complete with rig, control blueprints, multiple animations and more.  These are free for use as long as you are using them in an Unreal Engine powered project.  Today Epic announced the final release of assets from the game, a final 19 fully rigged and textured characters.

Details from the Unreal Engine blog:

This final round follows two previous releases in March and August through which developers can download Paragon packs to use in their own UE4 projects with no strings attached. To date, Epic has released more than $17 million worth of content from its high-end multiplayer online battle arena game, including dozens of characters with their custom animation Blueprints, visual effects and audio dialogue, along with environment set pieces and sample maps.


This final selection of free releases includes 19 memorable Paragon Heroes: Aurora, Drongo, Gideon, Greystone, Iggy & Scorch, Kallari, Lt. Belica, Morigesh, Narbash, Revenant,  Sparrow, Steel, Sun-Wukong, Terra, The Fey, Wraith, Yin, Zinx and Boris - the previously unreleased character who was the final Paragon Hero to be announced. In addition, several previously unreleased bonus skins are also included.

You can view the assets in the Unreal Engine store right here.  For details on how to use the assets, be sure to watch the following video:

Art GameDev News


25. September 2018

 

Shortly after the Defold game engine was released we published this tutorial series.  A lot has changed since including a whole new editor.   Therefore we have just finished publishing a completely new 12 part tutorial series to DevGa.me that covers all aspects of using the Defold game engine.  Chapters include:

Introduction to the Defold Engine 

Creating your First Project

Navigating, Importing and Texture Atlas Creation

Creating a Game Level

Using Defold Extensions and Using a Custom Camera

Creating a Player

Handling Input

Playing Music

Particles

Adding Physics

Creating a Main Menu

Switching Scenes

 

The series homepage is available here, while there is also a video version available here and embedded below.


24. September 2018


MonoGame, the open source game framework based on Microsoft’s long defunct XNA framework, just released version 3.7.  The biggest new feature of this release is most likely official support for the Nintendo Switch platform, but it also contains several improvements and fixes.  If you are interested in learning how to use MonoGame, be sure to check out our complete MonoGame tutorial series.


Details from the forum release post:

  • Remove Scale and Rotation properties from Matrix. #5584
  • Added Switch as a platform. #5596
  • DirectX: Fixed multisample clamping logic. #5477
  • SDL Gamepad DB update. #5605
  • Add Missing method OpaqueDataDictionary.GetValue. #5637
  • Increase code coverage in Model* family. #5632
  • Fix scroll wheel events on Windows Universal. #5631
  • Implement GetHashCode on Vertex types. #5654
  • Implement GetHashCode and ToString methods for Joystick. #5670
  • Fixed Gamepad DPad on Android. #5673
  • Pipeline process not terminating on exit fix. #5672
  • Added Joystick.IsSupported property. #5678
  • Use GraphicsCapabilities.MaxTextureAnisotropy on SamplerState. #5676
  • Make SpriteBatch.End throw when Begin not called. #5689
  • Add Open Output Directory option to Pipeline Tool. #5690
  • Rename Exit to Quit on Pipeline Tool Linux Headerbar. #5687
  • Added minimum size to the Pipeline Tool window. #5692
  • Added Id and DisplayName properties to Gamepad. #5625
  • Improved GameController database loading for DesktopGL. #5606
  • RPC curves are now updated before Cue is played. #5709
  • Fixes to Texture2D.FromStream on Windows DirectX. #5712
  • Support DistanceScale and DopplerFactor under OpenAL. #5718
  • Implemented Microphone for OpenAL platforms. #5651
  • Implemented caching of staging resources used to copy data from a Texture2D under DirectX. #5704
  • Reusable function for raising events. #5713
  • Remove reference to SharpDX from project templates. #5611
  • Improvements to VideoPlayer for Desktop DirectX. #5737
  • Use SharpDX NuGet packages from our NuGet packages. #5748
  • Fixed leaks that affected shutting down and recreating GraphicsDevice under DirectX. #5728
  • Texture2D mipmap generation and population fixes. #5614
  • Remove SharpDX.RawInput.dll reference from DirectX graphics backend. #5723
  • New fast Texture2D.FromStream implementation for DesktopGL ported from STB. #5630
  • Added support DrawInstancedPrimitives on OpenGL platforms. #4920
  • Fixed mouse touch event to release when mouse moves outside the client area or we loses focus. #5641
  • Added GraphicsAdapter.UseDebugLayers to enable GPU debug features in release builds. #5791
  • Fixed DirectX back buffer update when multisampling changes. #5617
  • Adds Xbox One S controller support to Linux. #5797
  • Do not allow the Pipeline tool to delete files outside the content folder. #5820
  • OpenGL Mouse.SetCursor now works with alpha correctly. #5829
  • Implement Mouse.SetCursor() for Windows. #5831
  • Fix pre-emptive song finish in OggStreamer. #5821
  • UWP Templates use target version selected in wizard. #5819
  • Implement Mouse.WindowHandle under Windows DirectX. #5816
  • Improve shader error/warning parsing in Pipeline Tool. #5849
  • Fix crash on multi-editing bool values in Pipeline Tool. #5859
  • Fixes to XACT sound effect pooling. #5832
  • Improved disposal of OpenGL resources. #5850
  • Better support for WAV audio formats in content pipeline and FromStream. #5750
  • Fix for build hang with no mgcb file in project. #5886
  • Removed deprecated Rider settings from Linux installer. #5881
  • Improved performance of SpriteFont.MeasureString() & SpriteBatch.DrawString(). #5874
  • Sort content when saving MGCB files. #5930
  • Fix a crash when building content in xbuild. #5897
  • Fixed back button problems in UWP. #5810
  • Removed Windows 8.1 and Windows Phone 8.1 support. #5809
  • Upgrade to SharpDX 4.0.1. #5949
  • Update the UWP Template to use the Latest SDK. #5931
  • Fixed the Scissor rect calculation on DesktopGL and OpenGL platforms. #5977
  • Calculate the Client Bounds a bit later. #5975
  • Rework Android OpenGL Framebuffer Support. #5993
  • Implemented GraphicsDevice.GetBackBufferData. #5114
  • Optimizations to Length and Normalize in Vector3 and Vector4. #6004
  • Added MGCB man page for Linux. #5987
  • Included mgcb autocomplete for bash. #5985
  • Fixed GamePad.SetVibration crash. #5965
  • Fallback SurfaceFormat for RenderTargets. #6170
  • Added O(1) EffectParameter lookups by name. #6146
  • Reduce MouseState garbage in Desktop DirectX. #6168
  • Made SpriteFont constructor public. #6126
  • New Template System using Nuget. #6135
  • Use StbSharp for all Texture2D.FromStream. #6008
  • Dynamic reference loading in Pipeline Tool. #6202
  • Fix Pipeline tool to work regardless of Mono changes. #6197
  • Update Template Icons and Fix Mac Info.plist. #6209
  • Fix typo in VS2013 Shared Project Template. #6216
  • Fill up dotnet template info. #6226
  • Support Mac Unit Tests. #5952
  • Updated Assimp to latest version. #6222
  • Make sure that the window titlebar is within screen bounds on DesktopGL. #6258
  • Fixed trigger/dpad button state and reduced garbage in iOS Gamepad. #6271
  • Updated Windows Universal Min SDK Versions. #6257
  • Fix property content serialization detection when using a property named Item. #5996
  • Fix launcher default mimetype in Linux installer. #6275
  • Restore NVTT. #6239
  • Support unicode in window title under DesktopGL. #6335
  • Add crash report window to Pipeline Tool. #6272
  • Fix linking for copy action in Pipeline Tool. #6398
  • Implemented KeyboardInput and MessageBox for Windows DX. #6410
  • Fixed audio interruption bug on iOS. #6433

Programming


24. September 2018


A little over a year ago, we checked out GDevelop in the Closer Look game engine series.  Since that review was published, GDevelop 5 was released.  Today we took a quick look at the new version of GDevelop 5, a massively streamlined and easier to use version.  If you checked out GDevelop earlier, I highly recommend you check again.  If you haven’t, and are looking for an open source, cross platform, no programming required 2D game engine, GDevelop is a great option.



Click here to get started with GDevelop.

Programming


24. September 2018


Defold is a free 2D Lua powered game engine made by King.  If you are interested in learning more about the Defold game engine, be sure to check out our existing Defold Tutorial Series, and stay tuned for our upcoming Defold Crash Course, currently available in preview form for Patreons.  The 1.2.137 release includes a new angular velocity mode for particle systems, new build options and the removal of Linux and OSX 32 bit version.


Full details from the release:

Engine

  • DEF-1593 - Added: New particle orientation mode for angular velocity.
  • DEF-2477 - Added: Engine build variants - debug, release and headless in Bob and Editor bundle dialogue
  • DEF-3487 - Changed: Removed 32 bit Linux+OSX engines from bob.jar.
  • DEF-3496 - Fixed: Missing iPad Pro 10.5" launch images.
  • DEF-3047 - Fixed: Log spam on Android 8+ devices related to CPU profiler.
  • DEF-3494 - Fixed: http.request() failed under certain conditions.
  • DEF-3456 - Fixed: Cloned spine nodes were not getting correct skin and animation.
  • DEF-1966 - Fixed: Collection proxies did not handle input consumption correctly.
  • DEF-3489 - Fixed: X11 context initialization for the Linux engine.
  • DEF-2929 - Fixed: on_input in GUI was missing accelerometer fields.
  • DEF-3464 - Fixed: Bug with stored notifications were not received on Android.
  • DEF-3479 - Fixed: Added API check before attempting to login with Facebook.

Editor

  • DEFEDIT-1420 - Changed: Long-running tasks such as bundling, building and saving are now performed on a background thread.
  • DEFEDIT-1420 - Fixed: The editor will no longer overwrite external changes when saving if it has not detected them.
  • DEFEDIT-1420 - Fixed: Broken library URLs are now reported correctly when bundling or building for HTML5.
  • DEFEDIT-1420 - Fixed: Sometimes the progress bar could disappear, leaving only the percentage-label visible.
  • DEFEDIT-1427 - Fixed: The Property and Outline panels could stop redrawing while a Particle FX or animation was playing.
  • DEFEDIT-1430 - Changed: Visibility Filters now have separate toggles for components inside or outside of GUI scenes.
  • DEFEDIT-1432 - Fixed: Improved progress reporting in several areas.
  • DEFEDIT-1437 - Fixed: Fixed occasional “File Not Found” errors when returning to the editor after switching branches.
  • DEFEDIT-1439 - Fixed: Updated autocomplete definitions for the Code Editor.
  • DEFEDIT-1440 - Fixed: Bundling a project with native extensions reported Ready too early.

GameDev News


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