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11. July 2018


AppGameKit is an interesting game engine (previously reviewed here for more information) that consists of two tiers.  Tier 2 is the lower level C++ layer, enabling you to create cross platform games while lower to the metal.  On top of this layer is Tier 1, which provides tools and a Basic like programming language, that makes it easier to get started creating games.  I’ve always appreciated this engine as it provided a nice gradual difficulty curve for those looking to learn programming, coupled with lower level access as their skill level improves.

Today they released the source code of the C++ Tier 2 layer.  Note, this is not open source!  The code is made available to give existing AGK customers more access to the underlying tech and to enable the community to improve the engine.  Here are the licensing details from the Github page:

It is expressly made clear that this is NOT an open source project and all material is copyright The Game Creators Ltd, and any work submitted to the repository is automatically given over to The Game Creators Ltd to use for any purpose and all Intellectual Property and copyright transferred over to The Game Creators Ltd. You may use this repository to help improve AppGameKit Tier2, to work on freelance contracts from The Game Creators Ltd, and also to compile a new Tier 2 library for your own use under the terms of the AppGameKit EULA, provided that you own a copy of AppGameKit. You may not distribute compiled versions of this code, nor use this code in a product that competes with the AppGameKit product, such as a game maker or app maker. If you have any doubts about the usage rights, you can contact us directly at [email protected].


Details of the source release from the AppGameKit blog:

We have set up this repository so that any work done to the Tier 2 libraries can be shared with the whole community, and to provide access to the low-level source for developers who need access to the core engine. It is our hope that this resource will allow contributors to expand the programming language going forward, and introduce commands that may not have been on our roadmap, and facilitate collaboration on adding new features quickly.

This repository primarily targets coders with experience in C++ and Visual Studio, who have an interest in learning more about the functions of the language, or who want to participate in adding new commands to the language. We have created a number of Wiki documents which you can find in the repo that walk you through the process of compiling the libraries and creating your own commands, and this should be studied before attempting to use the repository. Users should also be familiar with Git source control which is the primary method of code collaboration, and have experience cloning, checking out, committing and pushing changes.

GameDev News


10. July 2018


Corona, a seminal cross platform 2D game engine using the Lua programming language just released version 2018.3326.  This is the first public release of Corona since 2017.  The biggest new feature in this release has to be beta support for the HTML5 target, enabling you to run your Corona game in web browsers.  Image result for corona game engine logo

Important parts of the update:

  • HTML5 beta.
  • Google Play changes to support IAP level 27.
  • GDPR support.
  • Apple support fixed (iOS 11.4 and XCode 9.4 supported)

Additionally in this release, several libraries were made open source:

In addition to these changes, Corona Labs is open-sourcing the following libraries:

  • timer.*
  • easing.*
  • transition.*
  • composer.*

You can download the Lua source for these libraries from the Corona Labs GitHub account. In addition, the widget.* library was updated to be in sync with our internal library.


You can read the full release notes here.  Corona is free to download but requires registration.  You can sign in and download Corona here.  If you run into problems trying to perform an HTML5 build, be sure to launch the Corona simulator as an administrator on Windows.  This at least fixed my error 12 problems when performing an HTML5 build, seems to be a permissions issue.

GameDev News


10. July 2018


Today Unity 2018.2 was released out of beta.  Many of the big new features were announced in Unity 2018.1, with Unity 2018.2 being all about improving those features, although a few new surprises are in store in this release.  From quality of life improvements, like finally improving HDPI support on Windows and Linux as well as a new preview debugger extension for Visual Studio Code, to new rendering features in both the light weight and high definition pipelines.  Some features we’ve previously discussed like the Pixel Perfect Camera and the new Shader Graph have been improved in this release.


Details of the release from the Unity Blog:

Unity 2018.2 optimizes the performance of the Lightweight Render Pipeline (LWRP) and enhances the High Definition Render Pipeline (HDRP) to help you achieve high-end visual quality, including multiple improvements to the Shader Graph, which now supports both pipelines (please note that both the LWRP and HDRP are currently in preview.)

We also added support for managed code debugging on iOS and Android,  Windows, macOS, UWP and PS4 for IL2CPP, and we started adding some mobile optimizations to the Lightweight Render Pipeline (LWRP).

For Android projects, 64-bit (ARM64) support gets its final release, and we now let you add Java code to your Unity plugins folder without needing to create libraries in advance.

Finally, several new 2D features are available as Preview packages, including the Vector Graphics importer and Pixel Perfect. The Vector Graphics importer makes it easier for you to work with SVG graphics, and Pixel Perfect makes it easier for you to achieve a perfect retro look across different resolutions on a wide range of devices.


Be sure to read the complete blog for full details on the release, or watch the video below.  You can download Unity here.

GameDev News


9. July 2018


A new mostly maintenance release of Godot is available, Godot 3.0.5.  The biggest change in this release is the ability to cleanly sign Android APKs, no longer requiring a 3rd party tool.  Do be aware however if you request certain features, you may have some additional configuration do to on the Google account side of the fence.  If you are interested in learning more about Godot 3, be sure to check out our Godot 3 tutorial series.


Details of the release from the Godot website:

What's new in this release

Here are some of the highlights of this release. See the full changelog for details.

  • 'android_add_asset_dir('...') method to Android module gradle build config.

Fixed issues

Here are some of the highlights of this release. See the full changelog for details.

  • Android exporter no longer writes unnecessary permissions to the exported APK.
  • Segfault when quitting the editor.
  • Debugger 'focus stealing' now works more reliably.
  • Subresources are now always saved when saving a scene.
  • WebAssembly: Supply proper CORS hearders.
  • Mono: Annotated signal loading in exported projects.
  • Mono: Serveral fixes.

In regards to Android permissions, be sure to take note of:

If you use any of the following permissions: CALENDAR, CAMERA, CONTACTS, LOCATION, MICROPHONE, PHONE, SENSORS, SMS, STORAGE you must add a privacy policy to your Google Play account. This is not a Godot requirement but a Google requirement. If you do not use any of these permissions with Godot 3.0.5 and later you don't need to do anything.

GameDev News


9. July 2018


Cocos Creator 1.9.3 was just released.  This is a relatively minor feature release with updated to WeChat and QQ Play among various other fixes.  If you are interested in learning Cocos Creator we have a tutorial series currently under development over on Devga.me.


Details of the release from the Cocos forums:

WeChat game
  • Fixed an issue where only a single audio can be played on WeChat games and the number of audio plays is limited.
  • Fix that WeChat mini game audio can’t stop
  • Fix gravity sensing direction and wrong value in Android WeChat game
  • Fix not being able to submit a TypedArray format texture in WeChat games
  • Fix that the frame rate is abnormal on the old WeChat
  • Improve WeChat mini game video playback support
  • Downward compatible with WeChat games 1.7.4 version base library
QQ Play
  • Fix only play a single audio and the number of audio playback is limited
  • Fix unable to operate the engine object during the game loading process
  • Fix particle play card dead problem
  • Fix a semi-transparent text will be rendered into a black question
DragonBones
  • Fixing DragonBones’ repeated assignment of bones on native platforms can cause crashes
  • Fix manually clearing the texture data of Dragon DragonBones
Other
  • Fix text box for Web and Android platform Input Flag is invalid
  • Fix Label rendering related issues
  • Fix cc.game’s EVENT_HIDE and EVNET_SHOW callbacks may be called multiple times

GameDev News


See More Tutorials on DevGa.me!

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