Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
3. October 2018


Today we are taking a look at two different tools for creating particle systems, BlastFX and Pixel FX Designer.  Both ultimately create the same result, rendered particles that can be used in your game, but both accomplish it in vastly different ways.


BlastFX – Windows, MacOS, Linux – $15 USD (Store Link)


Pixel FX Designer – Windows, MacOS – $30 USD (Store Link)

Art


27. September 2018


One of the most challenging things when just starting game development is handling art in your game.  Most programmers have the artistic ability of a slightly blind tree toad, so what are they to do?  Well, you can scour the internet, tons of great free content out there, but there’s 100x more garbage as well.  Then you have the struggle of trying to get all of your content you grabbed from disparate sources to look good.  Or you can use one of the free content packs linked below.  Most of the follow assets have all you need, in a consistent art style, to create a game… and they are free!


Free game art pack resources:

Additionally the following two sites are great collections for finding resources like those mentioned above:


For more details on these resources, be sure the check the video below.  If you have an additional recommendation for complete free game art kits, please let me know in the comments!

Art


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


19. September 2018


Tiled, the open source 2D map editor, just released version 1.2.  This release has several key new features including multi layer selection, multi map world view, improved object and polygon editing tools, as well as several smaller fixes and improvements.  Be aware that Tiled made changes to simplify the JSON export format, which may have broken support for several game engines importer.  If you are interested in learning more about Tiled, be sure to check out our complete tutorial series.


Full changelog from the release notes:

  • Added multi-layer selection, including multi-layer tile layer editing
  • Added support for multi-map worlds (#1669)
  • Added ability to extend existing polylines (with Ketan Gupta, #1683)
  • Added option to highlight the hovered object (#1190)
  • Added news from website to the status bar (#1898)
  • Added option to show object labels for hovered objects
  • Added option to embed tilesets on export (#1850)
  • Added option to detach templates on export (#1850)
  • Added option to resolve object types and properties on export (#1850)
  • Added Escape for switching to the Select Objects tool and for clearing the selection
  • Added Escape to cancel the current action in all object layer tools
  • Added double-click on polygon objects to switch to Edit Polygons tool
  • Added interaction with segments for polygons, for selection and dragging
  • Added double-clicking a polygon segment for inserting a new point at that location
  • Added action to lock/unlock all other layers (by kralle333, #1883)
  • Added --export-tileset command line argument (by Josh Bramlett, #1872)
  • Added unique persistent layer IDs (#1892)
  • Added ‘version’ and ‘tiledversion’ to external tileset files
  • Added full paths to Recent Files menu as tool tips (by Gauthier Billot, #1992)
  • Create Object Tools: Show preview already on hover (#537)
  • Objects view: Only center view on object on press or activation
  • Objects view: When clicking a layer, make it the current one (by kralle333, #1931)
  • Unified the Create Polygon and Create Polyline tools
  • JSON plugin: Made the JSON format easier to parse (by saeedakhter, #1868)
  • Tile Collision Editor: Allowed using object templates
  • Templates view: Don’t allow hiding the template object
  • Python plugin: Updated to Python 3 (by Samuli Tuomola)
  • Python plugin: Fixed startup messages not appearing in debug console
  • Python plugin: Fixed file change watching for main script files
  • Lua plugin: Include properties from templates (#1901)
  • Lua plugin: Include tileset column count in export (by Matt Drollette, #1969)
  • tBIN plugin: Don’t ignore objects that aren’t perfectly aligned (#1985)
  • tBIN plugin: Fixed “Unsupported property type” error for newly added float properties
  • Automapping: Report error when no output layers are found
  • AutoMapping: Changed matching outside of map boundaries and added ‘MatchOutsideMap’ option
  • Linux: Modernized the appstream file (by Patrick Griffis)
  • libtiled: Allow qrc-based tileset images (#1947)
  • libtiled-java: Fixed loading maps with multiple external tilesets
  • Make Ctrl+Q work for quitting also on Windows (#1998)
  • Fixed performance issue when deleting many objects (#1972)
  • Fixed randomizing of terrain, Wang tiles and stamp variations (#1949)
  • Fixed tilesets getting added to maps when they shouldn’t be (#2002)
  • Fixed issue with default font size in combination with custom family (#1994)
  • Fixed the tile grid to render below labels, handles and selection indicators
  • Fixed confirming overwrite when exporting a tileset
  • Fixed reading of infinite maps that don’t use chunked layer data
  • Updated Bulgarian, Dutch, French, German, Norwegian Bokmål, Portuguese (Portugal) and Turkish translations

You can download Tiled right here.  If you are unfamiliar with Tiled, check it out in action in the video embedded below.

GameDev News


10. August 2018


Cerberus X is a custom programming language and IDE designed for 2D game development.  It is an open source rebranded version of the Monkey X programming language, which in turn was inspired by the Blitz series of BASIC-esque programming language.  Cerberus X is now open source, available on Github and released under the zlib open source license.

Details of the current release:

FIX: [GLFW.ANGLE] Added z coordinate to mouse button events.
NEW: [GLFW.ANGLE] Added mousewheel event.
NEW: [AGK] Added support for AppGameKit OSX 64bit Desktop and the iOS platform.
FIX: [IOS] When you build and run, the iOS Simulator opens up again and the app will be installed and run.
MOD: [ANDROID] Updated to latest Gradle build tools and SDK
NEW: [mojo] Added SetColor:Int(rgb:Int) command so you can use hex color rgb values.
MOD: [mojo/mojo2] Added debugging log if loading an image failed.
FIX: [AGK/AGK_IOS] Fixed media folder being deleted evey other compile run.
FIX: [AGK/AGK_IOS] Fixed AGKBuildTarget creating an unusable native function.
FIX: [example] Changed server to httpbin.org in the mak/httprequest example.

For more information and to see Cerberus in action check out the video below.  You can download Cerberus X on itch.io.

GameDev News


See More Tutorials on DevGa.me!

Month List

Popular Comments