Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon

26. April 2018


The JavaScript 2D game framework, Cocos Creator, just received a minor update bringing it to version 1.9.1.  The majority of new functionality in this update are focused on WebChat and QQPlay support, although there are also some changes and bug fixes.  If you are interested in learning more about Cocos Creator, be sure to check out our hands-on video.


WeChat Games
  • Support for publishing the entire project to the WeChat mini game sub-domain. For details, please refer to [document] (http://docs.cocos.com/creator/manual/en/publish/publish-wechatgame-sub-domain.html).
  • Support WeChat game configuration in the build panel ** Remote server address ** option to facilitate the download of remote resources
  • Support for using TTF fonts on WeChat mini games
  • Switch the adaptation layer of the WeChat game from ES6 to ES5, users can not enable ES6 to ES5
  • Fix potential audio memory leak in WeChat game
QQ Play
  • Support QQ to play in the build panel to configure the remote server address option to facilitate the download of remote resources.
  • Fix some minor bugs in XMLHttpRequest with QQ
  • Fixed an issue where the js path could not be resolved during QQ build
  • Perfect QQ play with multi-touch support
  • Added QQ support for base64 encoded images
  • Perfect QQ Play Adaptation Layer
  • Perfect audio support for QQ
  • Fixed black screen issue after QQ checked MD5 Cache
Other Updates
  • [Editor] [Build] Bug fix for custom project build template functionality not working on the Facebook Instant Games platform
  • [Editor] [Build] Add build-start event to make it easier for users to do some processing before they build
  • [Engine] [Wechat] Fixed an issue where WeChat game audio could not be stopped
  • [Engine] [iOS] Fix the issue that the isTypedArray method fails on iOS 8-9
  • [Engine] [Web] Fixing particle system will remove memory if it is not activated yet
  • [Engine] cc.isValid adds an optional argument. Passing true will return false at the beginning of the destroy frame.
  • [Engine] [Android] Fix a Memory Leak on jni
DEPRECATION
  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.
KNOWN ISSUES
  • When copying and pasting resources in the explorer, the resource properties will not be copied. (Since 1.9.0)
QQ Play known issues:

QQ is still playing in the grayscale test, developers also need to obtain internal testing qualifications for development, and only supports compiling on Mac for the time being. In addition, our adaptation work for QQ has not been completely completed yet. The following modules are currently not supported:

  • Label: TTF is not supported, system font can only use the default font
  • Particle system: Map data is not stored in plist. Only support map URL
  • WebView
  • VideoPlayer


GameDev News

25. April 2018


The HTML5 base 3D game engine PlayCanvas has been covered several times here on GameFromScratch, both in the Closer Look series, as well as a more recent 3D game tutorial.  It has been under development for several years, but just yesterday it finally hit that biggest of milestones, a 1.0 release.  There wasn’t actually a huge number of changes in the 1.0 release, in fact there was only a single minor source change.  It’s more a sign of confidence from the PlayCanvas team about the maturity of the game engine.


From the PlayCanvas blog:

PlayCanvas was born 7 years ago, way back on 9th May 2011. In the early days, we were essentially prototyping, seeing what this amazing new WebGL API could do. By October 2011, we set up a source code repository and committed our first engine prototype. Right at the beginning, we adopted semantic versioning for naming our releases. Our initial commit generated engine v0.10.0. From that point onwards, we adopted a rapid release cadence, often publishing more than one release a week. The months and years passed, our team grew and feature after feature was integrated into the codebase. But through all that time, we never incremented the major version number. Why? Well, there were several reasons:

  1. Our rapid deployment meant we never delivered a monster release that seemed to warrant going to 1.0.0.
  2. We always made a huge effort to maintain backwards compatiblity. Projects like the inane Doom3: Gangnam Style created in December 2011 still work fine today! So we never (intentionally) broke your projects.
  3. We, uh, just never got around to it!

The PlayCanvas API is now very stable, mature and battle-hardened. Backwards compatibility is something we take very seriously indeed. And today, PlayCanvas is used in production by thousands of developers.



GameDev News , ,

23. April 2018


A new version of the Defold game engine was released, version 1.2.126.  The nicest new feature of this release is the ability to do side by side editing in the Defold Editor.  The Defold Engine is a 2D lua powered free engine from King.  If you are interested in learning to use the Defold Engine, be sure to check our tutorial series available here.Defold


Details from the release notes:

Engine

  • DEF-3137 - Added: Added dmExtension::RegisteriOSUIApplicationDelegate() to Native Extension SDK
  • DEF-3024 - Fixed: Renamed (internal) AxTls symbols with a namespace to avoid libcrypto/libssl clashes
  • DEF-3146 - Fixed: Fix win32 accumulating error in dt when “variable_dt” checked in game.project
  • DEF-3161 - Fixed: Set content length explicitly to zero for 204 (no content) responses
  • DEF-3237 - Fixed: Improved error handling for extension errors on Win32
  • DEF-3216 - Fixed: factory.create() now allows nil for the properties argument
  • DEF-3218 - Fixed: Fixed rare assert when adding and deleting many objects during the same frame
  • DEF-3238 - Fixed: Reenabled logging when using lldb

Editor

  • DEFEDIT-1312 - Added: Side-by-side editing
  • DEFEDIT-1345 - Fixed: Defold 1.2.124 not launching on macOS High Sierra 10.13.4
  • DEFEDIT-1348 - Fixed: Add exception printing & logging during application startup
  • DEFEDIT-1349 - Fixed: Add util directory to reflection check build step
  • DEFEDIT-1350 - Fixed: The debugger is no longer working
  • DEFEDIT-1351 - Fixed: Shift+Enter from the Find field should Find Previous in code editor and console
  • DEFEDIT-1352 - Fixed: Undo after auto-complete no longer removes the whole line
  • DEFEDIT-1353 - Fixed: Text selection almost invisible when searching
  • DEFEDIT-1355 - Fixed: Error when syncing new project from editor
  • DEFEDIT-1356 - Fixed: Error when changed a value (scale) on a template node and then tried to reset it
  • DEFEDIT-1357 - Fixed: AssertionError when trying to attach to a running engine while building
  • DEFEDIT-1358 - Fixed: Breakpoints no longer get copied when you make new lines on a line with a breakpoint
  • DEFEDIT-1359 - Fixed: You can now mouse click to select autocomplete result
  • DEFEDIT-1360 - Fixed: Correctly syntax-highlight numbers inside all-caps Lua constants
  • DEFEDIT-1361 - Fixed: Lua keywords inside strings will no longer trigger indentation changes

GameDev News

18. April 2018


GameGuru, perhaps the most beginner focused 3D game engine available, just received a pretty sizeable update.  Hands down the biggest new feature of the release is the new Direct X 11 powered, PBR (Physically Based Rendering) graphics engine, which should both look better and have increased performance.  In addition to the new renderer, there are several other fixes and features in the release.


Details from the release:

Great Assets and Levels

  • Improved the Welcome splash to show off PBR game level
  • Updated Big Escape level to use PBR only assets
  • Added new 'Miscellaneous' folder with 'Massive Chess' for Chess Game sampleGG
  • Security Fence and Gate
  • Added 'Preview Orbs' folder to Misc models for PBR material previewing
  • Added CityscapePBR folder which contains extra PBR assets for Big Escape
  • Added two new Grand Pianos to the Furniture folder
  • Added a new glass fence to the Fixtures folder

Much Improved Performance

  • Removed long-silence when standalone first runs (slow on some systems)
  • Launch time loading speed increased significantly (PCTEST: 60sec -> 12sec)
  • HLSL shaders and LUA scripts now compiled into binary for faster loading
  • Faster HUD rendering due to quad batching
  • Multicore AI for faster processing of character AI

Better Visuals

  • New post process shader used called FXAA-CV-LS (improves anti-alias and contrast)
  • Fixed issue with Steam Overlay not rendering correctly
  • Enlarged editor icons and gave them a new design
  • Cascade shadow mapping now with 8 cascades instead of 4
  • Standalone splash screen now detects closest watermark resolution
  • Can change sky shader in sky file and sky in realtime

And more........

  • Added full weapon and animation behaviour to the Character Creator
  • More control over static light mapper
  • Added support for Logitech F310 controller to control Standalone menus
  • Improved FBX importing
  • Added lots of new LUA commands

GameGuru is available on Steam here or on game-guru.com..

GameDev News

17. April 2018


If you are a Blender Game Engine (BGE) fan, I have some bad news for you.  Earlier today BGE was removed from the Blender 2.8 branch of source code.  This means in the next version of Blender and beyond, there will no longer be an in-built game engine.  The game engine was never particularly popular and apparently caused a bit of a code maintenance nightmare, so the decision was made to remove it.  Then changes to the game engine are massive, touching 916 files in the code base.

Details of the change from the Blender code commit comments:

Removing Blender Game Engine from Blender 2.8

Folders removed entirely:

  • //extern/recastnavigation
  • //intern/decklink
  • //intern/moto
  • //source/blender/editors/space_logic
  • //source/blenderplayer
  • //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:

  • Tile/clamp code in image editor draw code.
  • Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.

You can learn more about the change in this video, also embedded below.

Art, Programming, GameDev News

Month List

Popular Comments