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15. March 2017

 

Two key Haxe libraries same new releases today, OpenFL 4.9.0 and Lime 4.0.  Lime is a low level cross platform multimedia library, while OpenFL is a reimplementation of several Flash APIs used for game development.  OpenFL is layered over top of Lime, while several other Haxe libraries are in turn dependent on OpenFL.  The OpenFL team also released a blog post describing how to make use of the improved OpenGL bindings in Lime.

 

Details from the release notes.

 

OpenFL 4.9.0 Changelog

  • Updated for Lime 4
  • Added initial support for openfl process for SWF-based assets
  • Added support for loading generated SWFLite bundles in Loader
  • Added support for multiple HTML5 embeds on the same page
  • Added support for loaderInfo.parameters through the HTML5 embed
  • Added support for TextField restrict and maxChars
  • Added support for Float-based keys in Dictionary
  • Added a hack to add stroke support for TextField
  • Improved support for Lime asset manifests in SWF library
  • Improved template behavior to work if Lime is included before OpenFL
  • Improved the behavior of TextField setTextFormat/replaceText
  • Improved support for String-based messages in HTML5 Socket
  • Improved support for non-smoothed bitmapData in SWF libraries
  • Improved "missing font" warning to only occur once per font name
  • Improved "asset not found" warnings to throw errors
  • Improved animated mask support in MovieClip
  • Fixed support for embedded SWF libraries on Flash
  • Fixed the array count calculation in AGAL to GLSL conversion
  • Fixed support for CubeTexture in Stage3D renderToTexture
  • Fixed the reset position after using byteArray.uncompress
  • Fixed a type-cast error when retrieving a missing MovieClip asset
  • Fixed a possible bug when rendering an object with no parent
  • Fixed wrongful error on Stage3D viewport on OS X
  • Fixed cases where stage3D x/y is set before a backbuffer is created
  • Fixed support for GL context loss

 

Lime 4.0.0 Changelog

  • Added support for WebGL 2 APIs on HTML5
  • Recreated GL bindings in preparation for GLES3 support
  • Added support for running different Lime tools to match project version
  • Added WebGL, WebGL 2, GLES 2 and GLES 3 abstracts
  • Added initial support for WebGL/GLES2 extension constants
  • Added GL context, type and version properties
  • Added window.displayMode for full-screen display mode switching
  • Added lime.utils.DataPointer for managing native pointers
  • Added lime.utils.BytePointer for Bytes + offset without a new typed array
  • Added lime.utils.ObjectPool as a convenience API for object pooling
  • Added support for <assets path="" library="" /> for library packing
  • Added support for loading *.bundle directories as asset libraries
  • Added support for ${meta.title} and other project data in project.xml
  • Added support for Cairo textPath
  • Added support for multiple Lime embeds, rewrote HTML5 embed code
  • Added asset type to verbose Preloader messages
  • Added -Dwebgl1 to use a WebGL 1 context instead of WebGL 2 on HTML5
  • Removed deprecated behaviors from Lime 3
  • Updated Gamepad mappings to support additional models
  • Updated HTML5 window to dispatch resize event if parent element is resized
  • Improved support for deferred loading of asset libraries
  • Improved Asset error events, updated to throw errors when assets not found
  • Improved handling of GL context loss on WebGL
  • Improved behavior of asset manifests included as assets of another library
  • Improved behavior of path groups for audioBuffer assets
  • Improved error message if ANDROID_SDK or ANDROID_NDK_ROOT is not defined
  • Fixed caching for HTML5 cache groups
  • Fixed native HTTPRequest if file is not found or uses ~/ for home directory
  • Fixed copying of files when a directory exists of the same name
  • Fixed dispatch of Renderer.onRender when there is no context
  • Fixed dispatch of Renderer.onContextLost on native platforms
  • Fixed use of image.threshold when source is canvas or HTML5 image
  • Fixed missing warning if <icon path="" /> is null
  • Fixed <app path="" /> to be relative to include.xml path
  • Fixed <splashScreen path="" /> to be relative to include.xml path
  • Fixed case where assets could be processed as templates
  • Fixed support for ATF textures on Flash target
  • Fixed ID value for Joystick/Gamepad guid property
  • Fixed double dispatch of preloader complete verbose message
  • Fixed path of -options parameter when calling HXCPP

GameDev News

14. March 2017

 

A few days back Google released GAPID, Graphics API Debugger, which is open source and available on Github.  GAPID is described as:

GAPID is a collection of tools that allows you to inspect, tweak and replay calls from an application to a graphics driver.

 

GAPID is composed of several different components, including:

GAPII: Graphics API Interceptor

A layer that sits between the application / game and the GPU driver, recording all the calls and memory accesses.

 
GAPIS: Graphics API Server

A process that analyses capture streams reporting incorrect API usage, processes the data for replay on various target devices, and provides an RPC interface to the client.

 
GAPIR: Graphics API Replay daemon

A stack-based VM used to playback capture files, imitating the original application’s / game's calls to the GPU driver. Supports read-back of any buffer / framebuffer, and provides profiling functionality.

 
GAPIC: Graphics API Client

The frontend user interface application. Provides visual inspection of the capture data, memory, resources, and frame-buffer content.

 
GAPIL: Graphics API Language

A new domain specific language to describe a graphics API in its entirety. Combined with our template system to generate huge parts of the interceptor, server and replay systems.

GameDev News

10. March 2017

 

Gideros Mobile just released version 2017.3.  Gideros Mobile is an open source, cross platform, Lua powered game engine available for download here for Windows and Mac OS.  This release brings plugin improvements, Windows UWP support improvements, some Lua language extensions and more. 

Release details from the Gideros Blog:

Gideros 2017.3

This is a big release and has been described as “the best Gideros ever!”. In releasing this version we’ve also implemented a new testing system with more beta testers so it should be rock solid.

One major improvement to UWP (formerly WinRT) is that there is no explicit reference to a Visual Studio SQLite extension. Previously users had to install an extension from VS “app store” before they could build Windows/Phone apps. The problem was Microsoft keeps updating the extension so when people downloaded the latest Visual Studio release it was always out of sync with the Gideros auto-generated project leading to manual tinkering. Now the bottom line is everything Just Works and you don’t need to download anything from Microsoft.

We’ve also had fun improving the Lua language (well just a little bit). Additional operators have been added to find the min, max of two numbers or to convert from degrees to radians or vice versa. Don’t worry! You can still use the standard library functions if you prefer but the new operators are fast and easy.

Finally, as well as LOTS of plugin improvements, HTML now comes with the Facebook and Ads plugins as standard so you can monetise your HTML5 apps easily. This is a big step: the first official plugins for HTML5 and very useful ones at that!

And, as an extra bonus, Gideros now supports a brand new advertising platform: kiip. Kiip is a new and innovative reward/ads system which is supported on iOS and Android.

GameDev News

9. March 2017

 

Back in November of last year, YoyoGames launched the first beta for GameMaker Studio 2.  Yesterday GameMaker Studio 2 was finally released.  GameMaker is a cross platform 2D focused game engine first released back in 1999.  Since then it has been used to create several popular games and game prototypes including such titles as Hotline Miami, Spelunky, Nidhogg, Badlands and many more. 

 

New features in GameMaker Studio 2 include:

With a completely redesigned User Interface, powerful new editors, enhanced monetization tools and more, GameMaker Studio 2 also introduces new features and improvements with:GMS

  • Level editing features: new layer-based level editing gives developers the ability to create more complex visuals with backgrounds, tiles, instances, assets and paths. New features also include level inheritance to create multiple levels at once, and an advanced tiling system that automatically selects the right tile for the job;

  • Cross-platform: available for Windows (Vista and above) for target development across multiple platforms including Windows Desktop, Mac OS X, Ubuntu, iOS, Android (including Android TV, Amazon Fire and Fire TV), PlayStation 4, Xbox One and more;

  • Workflow enhancements: a new innovative workflow and seamless path from DnD™ to actual code with multiple workspaces, user definable resource views, real-time updates from one editor to another, and cross platform source level debugging;

  • Native extensions: GameMaker Language (GML) supports all native targets to simplify the cross-platform development.

 

GameMaker is available starting at $99USD.  For more information be sure to check out the full release announcement blog available here.

GameDev News

3. March 2017

 

Esoteric Software, the makers of the 2D animation package Spine, have just released a runtime for Unreal Engine.  This runtime will enable you to use Spine authored content directly in Spine, via both Blueprint and C++.  If you have never heard of Spine, be sure to check out our hands on introduction available here (and the video embedded below).

 

From the announcement blog:

We are happy to announce the release of our brand new Spine Runtime for Unreal Engine 4!

The spine-ue4 runtime is based on spine-c and exposes the entire API through both Blueprint nodes as well as C++ components you can easily add to your game objects. Check out the extensive spine-ue4 documentation to get started and try out the sample project.

//esotericsoftware.com/img/blog/spine-ue4-bp.jpg

The spine-ue4 runtime is our newest member in the Spine Runtime family. While we did our best to make it as bug free as possible, there's always a chance you run into an issue with your specific project. Please report any bugs you find on our issue tracker.

Note that spine-ue4 requires Unreal Engine 4.15+!

 

For more information on Spine be sure to watch the video below!

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