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21. November 2017


articy:draft is unique product for game developers to design and implement game details such as application flow, game inventory and character dialog trees.  They have recently released a plugin enabling you to use your articy:draft data directly in Unreal engine.  It is available for download here on Github.  Keep in mind this is a work in progress release, so not all features may be implemented, or you may encounter bugs.


From the github page:

Goals

We release our current progress for the plugin as a github open source project in the hopes that this will give you a substantial headstart into incorporating your articy:draft data into your unreal project while still give you enough flexibility to adjust the plugin to your needs. We also would love to hear about suggestions or even better for you to directly contribute to the development of the plugin.

Features

While this is not meant as a full product release, it is still considered a working foundation for integrating your articy:draft content into your unreal engine project. So you can expect the following features including but not limited to:

  • Everything accessible via C++ and Blueprint
  • Flow player for automatic configurable flow traversal as an actor component
  • Automatic import
  • Database with your project data. Excluding Journeys, Settings, Template constraints
  • Uses of unreal engines localization


If you are interested in learning more about articy:draft, we previously featured it in our ongoing GameDev Toolbox series.  The video is available here and embedded below.

GameDev News

14. November 2017


YoyoGames, the creators of GameMaker Studio, just announced a new cheaper “Creator” edition.  Creator edition is available for $39 per year on Windows and Mac ( each being a separate purchase per platform ).


Currently available on the store, Creator edition offers the following functionality:


Creator Windows

GameMaker Studio 2 Creator Windows lets you create games for Windows. Get unlimited resources and release your games to stores such as Steam and itch.io.

Creator Windows features are only available on Windows PCs.

  • Unlimited Resources
  • Integrated Source Control
  • Texture Management
  • SWF / Spine Support
  • Extensions
  • Marketplace
  • Windows Export


So, what’s the catch?  Why buy this instead of the $99 developer edition?  Here are the details of the Creator edition from the FAQ:

With the Creator Licence you unlock the power of GameMaker Studio 2 and get access to unlimited resources as well as the possibility to create a final executable of any project you make. You can buy either a Windows or a macOS licence, meaning that you will only be able to compile a final executable for one or the other depending on which you bought, although you can use the IDE on both Windows and macOS (just download which ever one is appropriate from the Downloads section of your YoYo Account).

It is worth noting that the Creator Licence will not permit you to change the Splash Screen of your projects, nor can you disable anonymous game analytics, and your executables will be compiled using the VM with no YYC option. You do, however, get access to the Marketplace where you can find assets of all kinds, or even make and sell your own.

The Creator licence is a 12 month non-renewing licence, and at the end of the 12 month period you will need to buy another licence to continue using GMS2 fully. The Licence is designed for hobby developers or for people that just want to have fun making small projects for themselves, as well as those people that want to learn to use the product without having to pay a larger initial amount.

Essentially the catch is a required splash screen, while only being able to compile for the platform your purchased a license for (Windows or Mac).

GameDev News

7. November 2017


With the upcoming Godot 3.0 release, there is a pretty major change to the physics system within the engine.  They have decided to replace the in-house physics engine with the open source Bullet physics engine.  Bullet is a well established open source project and has been used in such games as Rocket League, Grand Theft Auto 4 and DiRT as well as powering applications such as Blender and Cinema4D.  This change will not affect 2D physics in the Godot engine.


From the Godot announcement:

Introducing Bullet

Godot always supported an abstract physics interface, so Andrea Catania (Odino) volunteered to add Bullet support as a backend. I initially though it would not be possible to replicate Godot's API in Bullet faithfully, but Andrea proved me wrong and did a fantastic job. He also finished before the Beta deadline, so his work was just merged and will be present in Godot 3.0.

Physics should work just like before, and no code should change, except Bullet is being used internally. Godot's old physics engine is provided for compatibility and can be selected in the project settings, but will likely be removed by the time 3.1 is out.


In an unrelated but similarly timed announcement VR support was also added to Godot in the recently released Alpha 2.  You can read more about VR support here.  I did a hands-on video about both physics and VR in Godot available here or embedded below.

GameDev News ,

1. November 2017


Google have just launched Poly, a giant repository of mostly free 3D models, aimed at AR and VR content creation.  The site is available at https://poly.google.com/ with most models downloadable in OBJ format, a file format compatible with the vast majority of 3D applications including Max, Maya and Blender.  This service is very similar to Microsoft’s Remix3D, launched along side the Windows 10 Creator Update.  The majority of models in Poly are licensed under the CC-BY open source license, a very game developer friendly license simply requiring attribution. 


You can see Poly in action (and a bit of Remix3D) in this video.

GameDev News

31. October 2017

 

One more step on the road to the release of Godot 3.0, today we have the release of Godot 3.0 Alpha 2.   The biggest feature of this release is of course the long awaited C# support, although be sure to install the correct binaries as there are now two options, classic and mono.  You will also need to have the most recent version of Mono installed should you chose the mono binaries.  There have of course been several other fixes and improvements since Alpha 1, unfortunately there isn’t a change log available.

Excerpt from the release announcement:

A little treat (or is it a trick?) for our community on this Halloween eve: Godot 3.0 alpha 2 is out, ready for your testing! It's already been 3 months since our previous official development snapshot, and lots of bugs have been fixed, making us one big step closer to the final 3.0 stable release.

It's also the first build to include the long awaited support for the C# programming language using Mono! This is of course still pretty rough, though usable, and we are looking forward to your feedback and bug reports. Some caveats are documented below as well as in the introduction blog post, so make sure to read them before filing issues.

THE FEATURES

Since the previous alpha build, there have been hundreds of bugs fixed, as well as many usability enhancements to make the new features as easy to use as possible.

There was also a strong focus on the documentation, with the Class Reference close to 70% complete now (which is already much higher than the completion level of the 2.x API documentation).

 

Again, keep in mind this is a pre-beta release and it is not meant for production development!

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