Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon

28. March 2017

 

Construct is a 2D game engine that provides a visual programming interface and compiles down to HTML5.  Details of the upcoming release were announced back in February, today a beta is available to try.  With the move to Construct 3 it has moved entirely to be browser based, requiring the Chrome browser.

 

Details of the beta:

What the beta includes

Our aim is to get lots of testing done and receive general feedback. Construct 3 is also not on sale yet. So for the public beta we are making the Free Edition of Construct 3 available. This has limits and several features are unavailable. However we will be making the fully-licensed version available for one week during the Newgrounds Gamejam from May 15th-21st! We aim to have subscriptions on sale when that week ends, by which time we should have found and fixed any last issues relating to subscriber-only features.

How to use the beta

Construct 3 requires Chrome 57+. This recently became the lastest stable version. If your system hasn't updated yet, you can usually manually update by opening the Chrome menu and selecting Help → About Google Chrome. On mobile, check for updates in the Google Play Store. If you still can't update, try installing Chrome Beta.

You can log in to Construct 3 (and the construct.net website) with the same username and password you use here on Scirra.com.

We'd like to point out one especially useful feature of Chrome that makes it easier to use Construct 3: in the Chrome menu, try selecting More tools → Add to desktop (or Add to shelf on Chrome OS, or Add to homescreen on mobile). Be sure to tick Open as window if the option is there. This creates an icon for Construct 3 on your desktop or home screen that lets you use Construct 3 like any other app. It also removes the browser address bar and UI, which saves space on your screen for more of Construct 3! And don't forget Construct 3 works offline too, so the icon will continue to work wherever you go or whatever happens to your Internet connection.

Let me at it!

Ready to go? We're launching a whole new website over at Construct.net. It's still a work in progress, but we'll be updating it regularly throughout the beta. If you want to jump directly to Construct 3, just click the link below.

editor.construct.net

GameDev News

27. March 2017

 

Unity have released another patch, this one bringing the engine to version 5.4.5p1.  Composed of several fixes including:

Improvements
  • (815861) - UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive.
Fixes
  • (837483) - Android: Acquire context on focus before notifying player.
  • (743739, 887242) - Android: Fixed a crash in WebStreamDecomp after a long sequence of reading asset bundles.
  • (870185) - Animation: Fixed root rotation when importing a humanoid animation that used the "Copy From Other Avatar" feature.
  • (879675) - Core: Fixed job system ending up with high CPU usage in certain circumstances eg. using UnityWebRequest.Send() in Editor after exiting Play mode.
  • (none) - Editor - Other: Editor internal resources can now be rebuilt in 5.4.
  • (728324) - Graphics: D3D9 - Make sure that internal resolves don't result in a drawn pixel – i.e single white pixel when using deferred mode.
  • (890915) - Graphics: Fixed a crash in GetBuildUsageTagFromAssets that was triggered by pro0ject that had ShaderVariants.
  • (864237) - Graphics: Fixed an issue with Assert "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!".
  • (863954) - Graphics: Fixed forward-only objects being rendered into Depth/DepthNormals textures multiple times when they had multiple submeshes and deferred shading was used.
  • (849424) - Graphics: On DirectX, avoid presenting a fresh-black frame whilst performing screen resizing.
  • (863625) - Graphics: Set the ambient probe for the deferred reflections pass to fix a difference between graphics jobs and non-graphics jobs rendering.
  • (870973) - IL2CPP: Fixed a race condition on iOS during method initialization.
  • (861046) - iOS: Added support in order to enable auto-rotation while broadcasting using ReplayKit.
  • (875180) - iOS: Removed extra notification sent on application launch.
  • (none) - Metal: Fixed an issue with setting DontCare load flag when running multithreaded.
  • (883312) - Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject.
  • (888302) - Scripting: Fixed a coroutine crash in Coroutine::CompareCoroutineEnumerator.
  • (881103) - Shaders: Fixed an internal error on a GLSL shader compiling corner case.
  • (750307) - Shaders: Fixed advanced blend operations by requiring the shaders to be decorated with UNITY_REQUIRE_ADVANCED_BLEND(mode) declaration.
  • (863256) - Sprites: Fixed an issue where OverrideGeometry on instantiated sprites produced differing results in the Editor and Standalone.
  • (none) - Tizen: Resolved a crash that occurred when an app tried to exit.
  • (873678) - UI: Fixed an occasional masking issue when using deferred rendering path on Linux.
  • (856734) - UI: Fixed a curve preview crash not updating when points changed but bounds did not.
  • (856381) - UI: Fixed scrollrect performance being slow when it had a lot of content.
  • (880565) - UnityWebRequest: Fixed Editor freeze when exiting play mode with active UnityWebRequest with custom download handler script.
  • (876027) - UnityWebRequest: Fixed high CPU when WebRequest with custom download handler script was aborted.
  • (879749) - UnityWebRequest: Fixed redirect in editor when not in play mode.
  • (850239) - VCS: Fix for editor not checking out scene file before first write in freshly loaded project.
  • (886841) - VR: Fixed a subtle timing bug on Rift that could cause a minor view stuttering in certain situations.

 

As always, the patch is available for download here.

GameDev News

24. March 2017

 

The seminal role playing game engine, RPG Maker has just been released on Linux.  With the MV release, RPG Maker both runs on and can target the Linux platform.

 

From the announcement:

First, RPG Maker MV is now for Linux!

Screenshot from 2017-03-21 09-14-50

This means you can both use it on our Linux computer to make games, and deploy to Linux for other people to play from PC, Mac, or Linux editions of RPG Maker MV.

This update brings a bigger audience, both for RPG Maker MV, AND for its users. Your games can now be played by more people than ever.

 

Along with the Linux announcement, they also announced the release of RPG Maker MV Tools, add-ons available as DLC that extend the functionality of RPG Maker.  From the same announcement:

But we didn’t even stop there. We are also introducing RPG Maker MV Tools, DLC that adds new toolsets to the RPG Maker MV editor. We added the MV Tools menu into the latest update, and the first MV Tool, SAKAN -Tileset Builder-, is launching this week.

Untitled-1

SAKAN -Tileset Editor- is exactly what it says on the tin. This tool will let you quickly cut together tilesets using pieces of existing tilesets, a whole bunch of extra pieces added in SAKAN, or even possibly make your own.

While it won’t include all the power something like Photoshop does for making tiles, it will make organizing a tileset and making small edits faster than ever before, and right from RPG Maker MV itself, making your workflow simpler and easier.

 

RPG Maker MV is currently on sale on Steam.

GameDev News

23. March 2017

 

Phaser 2.7.4 CE was just released.  Phaser is a HTML5 based 2D game engine.  If you are interested in learning more, we have a complete Phaser with TypeScript tutorial series available here on GameFromScratch.  You may be wondering about the CE tag, this simply refers to community edition.  The primary developer Photon Storm turned over development of Phaser 2.x to the community, while they focused on the next release.phaser-ce-274-released

 

Details from the release announcement:

The new features include:

  • New method Phaser.Math.hypot() calculates the length of the hypotenuse spanning two given lengths
  • Added copyBitmapData function to Phaser.Bitmap
  • Added noPause logic to src/input/Pointer.js
  • Added timeStep parameter pass to state.pauseUpdate call at src/core/Game.js
  • Added tileOffset (Phaser.Point) property to Phaser.TilemapLayer. This allows offsetting layer positions in a way that plays well with the camera and Arcade physics. Also, the offsetx and offsety properties are now read from the layer properties of Tiled maps.

And updates include fixes to FireFox image caching, a new yarn lock file, a travis build script, lots of TypeScript defs updates, new Text fixes, JSHint fixes and loads more.

 

Phaser is available for download on Github.

GameDev News

23. March 2017

 

Another Unity patch has arrived, this one version 5.5.2p4, once again entirely composed of bug fixes. 

New fixes in this patch:

  • (851523) - Android: Fixed incorrect dangerous permissions dialog behavior when the app was suspended while the dialog was on screen.
  • (888274) - Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds.
  • (887998) - Animation: Fixed Assert Thread::CurrentThreadIsMainThread() from Animator::IsHuman() when run in a job thread.
  • (884643) - Animation: Fixed a crash when re-enabling GameObject that was running a Playable.
  • (884472) - Asset Pipeline: Fixed a crash that occurred when loading the same asset both synchronously and asynchronously simultaneously.
  • (864237) - Graphics: Fixed an issue with Assert "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!".
  • (851265) - Graphics: Fixed a crash when switching from DX12 to DX11 graphics API in the Editor.
  • (887912) - IOS: Added support in order to enable auto-rotation while broadcasting using ReplayKit.
  • (788515) - iOS: Fixed Airplay mirroring mode when using Open GLES.
  • (876169) - Particles: Fixed a NullReferenceException, when Inherit Velocity was set to less or more than 0 and Rigidbody2D was set to Dynamic.
  • (890937) - Physics 2D: CapsuleCollider2D now correctly calculates its mass when using auto-mass.
  • (888302) - Scripting: Fixed a coroutine crash in Coroutine::CompareCoroutineEnumerator.
  • (881103) - Shaders: Fixed an internal error on a GLSL/Metal shader compiling corner case.
  • (886841) - VR: Fixed a subtle timing bug on Rift that could cause very minor view stuttering in certain situations.

 

The patch is available for download here.

GameDev News

Month List

Popular Comments