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27. February 2018


Allegro is a venerable open source cross platform C++ game programming library with a fond place in my heart.  In fact I just recently released a Allegro Tutorial series as a bit of a trip down memory lane.  Earlier this week they released Allegro 5.2.4, a primarily fix based release.


Details of this release:

Core:

  • Fix errors when reading/writing 0 byte buffers (Bruce Pascoe).

  • Re-initialize TLS when Allegro is installed (Issue #865).

  • Add al_transform_coordinates_4d.

  • Don't initialize the trace mutex multiple times (Issue #874).

  • Fix 3D (non-projection) transforms with al_hold_bitmap_drawing.

Raspberry Pi port:

  • Fix compilation on RPI.

Android port:

  • Remove limit on the working directory length.

  • Fix ALLEGRO_MAXIMIZED flag.

  • Fix build with older Android NDKs.

  • Remove glClear hack for Android 2.1.

Linux port:

  • Make compositor bypass configurable in X11, and bypass only when fullscreen by default.

OSX port:

  • Fix a few OSX retina scaling issues (Issue #851).

Audio addon:

  • Fix ALSA lag.

  • Add an option to use the desktop window when initializing DirectSound (Issue #877).

Font addon:

  • Add support for bmfont format.

Native dialog addon:

  • Resize the display on Windows when hiding/showing the menu (Issue #860).

  • Detect when al_popup_menu fails to actually work under GTK (Issue #808).

  • Don't clear the top-level menu when destroying the popup menu.

Build system:

  • Don't link in libm on MSVC for DUMB (Issue #847).

  • Don't use the LOCATION property (Issue #847).

  • Don't use SYSTEM for DirectX includes.

  • Add hints for mingw-w64 path locations for DirectX includes/libs.

Python binding:

  • Fix the Python code-generation scripts to run under Python 2.

Lua binding:

  • Add script to generate LuaJIT C API for Allegro 5 (BQ).

Documentation:

  • Many improvements (Andreas Rönnquist, others)

Examples:

  • Add a texture to the skybox in ex_camera.

GameDev News

27. February 2018


Today there was a new release of the Defold engine, the cross platform mobile focused 2D game engine from King.  If you are interested in learning more about the Defold engine, be sure to check out our tutorial series available here.


New features in this release:

In this release we have added a new vector math function vmath.mul_per_elem() which allows you to multiply two vectors elementwise.
We’ve also fixed an issue on Android when a silent (but playing) audio would steal back audio focus from other apps playing music.

Engine

  • DEF-3135 - Added: Added vmath.mul_per_elem() for element wise multiplication between vectors.
  • DEF-3130 - Fixed: Fixed issue when silent sounds stole audio focus from other apps.
  • DEF-3136 - Fixed: Crash fix when using nil as target url for label.set_text().
  • DEF-3127 - Fixed: Added support for “-fpermissive” for our GCC based platforms (Android and Linux).

Work in progress

Apart from the current release, we also have some longer tasks. We are currently:

  • improving the Live Update feature set with the ability to upload a new manifest and data to a released game.
  • adding better profiling of the resource usage at runtime. A first MVP should land in the next release
  • adding a way to synchronously query the physics world for collision contact info. This can be used for spawning, or implementation a custom time-of-impact detection. It can be very beneficial for kinematic objects.

GameDev News

20. February 2018


Creature, a 2D animation system from Kestrel Moon Studios, just added real-time morph target support for game engines such as Unreal Engine and Unity.

Real-time Morph Targets allow you to create a set of morph pose animations that can be smoothly blended and targeted in real-time while running in Game Engines. You author the morph poses in Creature and export them out to have the functionality run live in the desired Game Engine. This allows for some very compelling/sophisticated animation effects to be achieved in real-time, including the ability to have 2D characters that exhibit pseudo 3D Head Turning effects towards a target direction/location.


You can learn a great deal more about real time morphing in their documentation available here.  Or by watching this video:

GameDev News

20. February 2018


A new version of Gideros, 2018.2.1 was just released.  Gideros is an open source, free cross platform Lua powered 2D game engine capable of targeting Android, iOS, MacOSX, Windows Phone, Windows and Windows RT.


Details of this release from the Gideros blog:


Enhancements

  • TileMap cells can now have a colour tint and alpha setting (per tile!!!)
  • TileMap new setTexture command.
  • TileMap new setRepeat command.
  • Requires plugin now has a switch for tilt games (no rotation mode)
  • [core] Handle various new keycodes
  • [android] New splash screen code
Fixes
  • Add MOUSE_HOVER to the list of input events for a sprite
  • [bump] remove extraneous check on querySegment functions
  • [gps] Honor GPS threshold, fix geolocation source, more binders
  • [doc] Updated movieclip doc
  • [plugin/iab] Correct plugin script
  • [export] Show button disabled until export complete.


Gideros can be downloaded freely here.

GameDev News

15. February 2018


Unity have acquired another developer from their asset store, this time ProBuilder.   Like previous acquisitions, they turned around and made the tool available for allStair-Shape-GIF developers for free!  The full editions of ProBuilder and PolyBrush are now available for free download in the asset store.  They are part of the roadmap to be incorporated into future editions of Unity.

ProBuilder enables you to model directly in Unity, excellent for prototyping.  PolyBrush, currently in beta,  enables you to do terrain like painting directly on meshes instead of just terrains. 


Details of the acquisition from the Unity blog:

We are excited to announce a powerful new addition to our creative tools suite: ProBuilder (with other great tools) and its creators, have joined Unity. Please welcome Gabriel Williams & Karl Henkel to Unity!

Gabriel & Karl have been delivering awesome tools to enable fast and easy level design directly in the Unity Editor. With ProBuilder you design, prototype and play test rapidly your levels right in Unity. With Polybrush (beta) you refine your creation by sculpting complex shapes, painting in custom lighting or coloring, and blending textures across meshes.

In Unity 2017, we added powerful visual tools like Timeline, Cinemachine, a new FBX Exporter and we are continuing on our efforts to help artists, designers and developers create and collaborate more efficiently.

Starting today the full editions of ProBuilder and Polybrush are becoming part of Unity feature roadmap. They are now available at no additional cost to all Unity subscription plans (Personal, Plus, Pro and Enterprise).


The acquisition also includes ProGrids also available from the Asset Store for free.  ProGrids provides simple grids for easy level placement and modular level design.  They also intend to roll ProGrid functionality into Unity in the future.

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