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27. August 2018

Cocos Creator, the cross platform free 2D game engine, just released version 2.0.1.  If you care interested in learning more about Cocos Creator be sure to check out our complete tutorial series available here as well as our hands-on video available here.

Details of this release:

Main Features
  • Update the best use of open data domain solutions in history
  • Provides WeChat platform cleanup cache API
  • Support WeChat games and play a platform to set the frame rate via
  • Add a View menu for the simulator to set the resolution
  • Modular RenderTexture and DynamicAtlas
Editor fixes
  • Fixed issue with particle resource import in editor
  • Fixed an issue where Label was not affected by node anchor changes in the editor
  • Fix BMFont font error in the editor editor
  • Fixed an issue where the color of some Particles could not be displayed and set in the inspector
  • Fixed an issue where the simulator resizing interface would not fit
  • Fixed curve editor state residual problem in animation editor
  • Fixed an issue where the particle system’s svg flag was missing in the editor
  • Fixed Editbox editing fontColor does not work
  • Fixed an issue where the animation editor switched WrapMode while playing the animation, causing the node in the scene editor to not be dragged
  • Fix the problem that the node _localZOrder keeps changing when the data is saved
  • Fixed an issue where the keyboard direction key could not be fine-tuned after the editor selected the node
  • Fixed an issue where the scene editor would not automatically locate in the hierarchy manager after selecting a node
  • Fixed an issue where the node tree was automatically expanded after the node was deleted
  • Fixed an issue where clicking the node level manager in the inspector panel does not automatically locate
  • Optimize the Console automatic scrolling experience
  • Fixed an issue where all child nodes were expanded when the parent node active state was switched
  • Fixed flashing issues when clicking on Hierarchy nodes
  • Fix Auto Atlas preview invalidation issue
Engine repair
  • Fix rendering issues with Spine animations
  • Fixed animation jitter caused by shader precision
  • Fixed an issue where setting the property in the inactive state does not take effect on the Sprite
  • Fixed rendering of Tiled type Sprite in the case of texture rotation
  • Fixed an issue where the background in the open data domain could not be transparent
  • Fixed rendering errors when Graphics has too many vertices
  • Fixed an issue where Camera does not respond to events after zooming
  • Fixed clipping of Tilemap after Camera zooming
  • Fixed a status error caused by multiplexing of RichText child nodes
  • Fix IE11 support
  • Fixed qqplay does not support Particlemap issue in base64 format
  • Fixed an issue where the Spine debug slot is not available in the Release version
  • Fixed issues with background switching events in front of each platform
  • Fixed rendering error caused by blend function when Label was switched to BMFont type
  • Fixed a black screen on the qqplay platform under Android P
  • Fixed an issue with the Windows platform XMLHttpRequest GET result of timeout
  • Fixed an issue where AudioClip does not support lazy loading
  • Supplement the missing deprecation API to fix missing API documentation issues
  • Fixed an issue where Stencil would be overwritten by the last Mask when multiple Masks coexist
  • Fixed black border issue with Mask component in open data domain
  • Fixed Mask does not support lazy loading when using image stencil
  • Fixed an issue where Spine could not display debug slots in non-debug mode
  • Fixed an issue where the audio could not be played when the Native platform checked MD5
  • Enhance fault tolerance of Particle resources and support resource formats exported by effecthub
  • Fix resume can directly play unplayed audio
  • Fixed a missing GUI issue caused by including the Mask module and culling the Graphics module
  • Fixed Native platform button can still receive touch events when active is false
  • Fixed web platform VideoPlayer has no hidden issues when switching visibility
  • Fixed an issue where windows & mac emulator window size does not automatically adapt when changing
  • Fixed parsing problem with Tilemap parser
  • Fix Camera does not support mask when using RenderTexture screenshots
  • Fixed an error caused by multiple Graphics switching between each other
  • Fixed an issue where the final alpha was invalid when the particles in the particle system finally disappeared (opaque)
  • Optimize the performance of small text rendering on the Native platform
  • Fixed Android platform return key listener failure
  • Fixed an issue where clicking the input box will disappear after the iOS platform pops up the input box
  • Fixed garbled problem when inputting Chinese characters on iOS platform
  • Optimized input box completion button design
  • Fixed an issue where the input emoticon was abnormal in WeChat game
  • Optimize the API design of TiledTile (do not allow layer to be set, get it automatically)
  • Fixed hexagonal tileMap offset problem when using TiledTile
  • Fixed a crash on the native platform FileUtils writeStringToFile call

Cocos Creator is available for download here for the Mac and here for Windows.

GameDev News

24. August 2018

AMD have just released V-EZ, a library aimed at making Vulkan graphics development easier by handling much of the complexities for you.  The V-EZ library is available for Windows and Linux and should work on all GPUs, not just AMD’s.  V-EZ abstracts away the following components of Vulkan development:

  • Memory management

  • Swapchain management

  • Render Passes

  • Pipeline permutations

  • Pipeline layouts

  • Pipeline barriers

  • Descriptor pools

  • Descriptor sets

  • Descriptor set layouts

  • Image layouts

  • GLSL compilation

The library is hosted on GitHub available here.  There is complete documentation available here.  Oddly, there doesn’t seem to be a license attached to the source code, so I am not sure what open source license this was released under.

GameDev News

23. August 2018

JetBrains, the makers of popular developer tools such as IntelliJ IDEA, WebStorm, CLion and ReSharper just released an updated version of Rider, their C# IDE.  This release contains numerous bug fixes as well as several new features such as complete C# 7.3 support, being able to debug Docker containers, MacBook TouchBar support, improved unit testing, integrated spell checking and more.

Details of the release from the release blog:

  • Debugger: call stacks are now displayed in a more understandable way, thread-specific breakpoints have been introduced, and inspecting and expanding unsafe pointers is now supported.
  • Docker support has reached the debugger: It is now possible to debug ASP.NET Core apps in a local (Linux) Docker container: inspecting variables, the stack frames, threads, as well as stepping through your own or decompiled third-party code.
  • Publishing: We have added two new run configurations: Publish to IIS and Publish to custom server. Currently, only publishing of ASP.NET Core Web projects is supported.
  • Code completion: we now use ReSharper’s statistics-based scoring algorithm to provide more relevant items higher in the code completion popup. Moreover, code completion now works in scratch files, debugger watches, and the C# Interactive tool window.
  • Solution Explorer redesign: a new toolbar with Show all files, Autoscroll to/from source and File Nesting Settings icons. The Solution Explorer now includes Scratches view, handles nested files better, and gets the File System and the Folders always on top modes.
  • MacBook Touch Bar support for the IDE, new icons, dark window headers on Mac.
  • dotCover comes to Rider: Unit test coverage and continuous testing are now available out of the box. It is currently only available on Windows for now but it is the first step towards dotCover integration on all supported platforms.
  • Integrated spell checking: ReSpeller plugin was finally merged to ReSharper and now it comes out of the box. Other updates included from ReSharper 2018.2: C# 7.3 support, initial Blazor support, and more!
  • Templates editor: You can now manage, add, and modify Live/Surround/File Templates right from the Rider settings.
  • Frontend development features: TypeScript 2.9/3.0 support, improved support for React, Angular, and Vue.js.
  • VCS update: Easier resolve of merge conflicts, enhancements in VCS Log tab, favorite branches in Branch filter, Browse repository at revision action, and more!
  • Unity support: support for .asmdef and csc.rsp files, an option to disable Unity Reload Assembles in Play mode, Unity players in the Attach to Unity Process list, a fix for the invalid warning for this == null in Unity types, improved support for debugging remote players, Packages and Scratches nodes in Unity Explorer, and more!
  • F# support: File Templates now work inside F# projects, F# 4.5 features like Span support and the match! keyword come to FSharp.Compiler.Service.
  • C# Interactive: a new Reference in the C# Interactive context menu is available to reference the selected assembly or project in C# Interactive tool window, and the debugger can be attached to C# Interactive tool window.
  • Unit Testing: Discovering and running tests in SDK-styled projects is now faster, a new lock/unlock icon has been added to the Unit Test Session toolbar, Unit Testing related actions have been added into the default keymap, and more.
  • NuGet support: We added a filter, format customization, and advanced diagnostics to NuGet logs, support for AutoReferenced packages and TLS-1.2-only NuGet feeds.
  • Roslyn Analyzers: This release comes with initial support for .ruleset files and stylecop.json settings are now respected.
  • Other features: Generate GUID, “Custom tools”, the Re-run action on the Find Usages tab, and Runtime arguments for Run/Debug Configuration are just some of the new cutting-edge features we have included.

You can download a 30 day trail of Rider here.  Rider 2018.2 is available for Windows, Mac and Linux.  If you are an open source developer there are free licenses available, simply fill out the form available here.

GameDev News Programming

22. August 2018

CryTek have just released several assets from the game Ryse Son of Rome.  The content pack consists of Egyptian level data from that game and includes several models, textures and a sample level showcasing the included assets.CEExamples

Details of the assets from the CryEngine marketplace:

The Egyptian themed assets in the pack provide large and small-scale elements for dressing your own Egyptian setting with statues and hieroglyphics set next to giant modular pyramids.

• Pyramids
• Statues
• Houses
• Pillars
• Obelisks
• Temples

This pack was previously provided as part of the Humble CRYENGINE Bundle 2018, and we’re delighted to make them available to everyone for free now.

The assets are released under the CryEngine limited licensing agreement, which seemingly prevent you from using these assets in other game engines.

Too see the assets in action and for instructions on how to use them, be sure to check out the video below.

GameDev News

22. August 2018

SRPG Studio is a “no programming required” style jRPG engine that specializes in turned based tactical games.  It has been available for some time in Japan, but is now available for a broader audience on Steam.  SRPG Studio is exclusive to Windows, both as a development environment and a target.  It isn’t exceedingly well documented, but is fairly intuitive to learn.  There is a demo available for download on the Steam store page.

Details of SRPG Studio from the Steam store:

You can create your games without knowing how to draw and program!

Do you think that you need professional knowledge to create a game? It's not true! In the SRPG Studio, SRPG basic system and various graphic materials are already prepared, so you don't have to do complicated things on your own. You can create your games just by setting up your original characters and scenarios!

Other players can also enjoy playing your games!

It is normal that you want to share your game with other people to play, not just for yourself. There is a function of 'Project Release' in the SRPG Studio. You can always output your created games as files with that function. In addition, you can distribute your games as paid games.

You can use original materials!

It’s such fun if you can use your original graphics or music in your games. In the SRPG Studio, not only graphics and music, fonts and videos can also be built into your games!

Various functions satisfy advanced players!

The SRPG Studio is a native application and optimized for Windows OS, so the game performance is incredibly fast. The JavaScript is chosen as a script language and you can build up your own unique game system. In addition, the file export function is equipped so you can easily develop games together with graphic designers or scenario writers etc.

You can watch SRPG briefly in action in the following video.

GameDev News

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