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22. February 2016

 

Corona SDK has been getting a lot of updates since it was recently acquired by Perk, which is never a bad thing.  Today saw another release of the Corona SDK, a cross platform game focused Lua based framework.

 

Update 2016.2830 brings the following changes/new features:

With this release, both OS X and Windows desktop builds are out of beta. Several people have even had their apps greenlit for publishing on Steam! In addition, our tvOS supportmoved into beta state and several people have already ported apps to the tvOS app store.

Corona Simulator improvements

This release also improves upon the Corona Simulator’s interface, providing you with an even better experience. The big new feature in this regard is the Simulator console window. Previously, we used either the OS X “Terminal” app or the Windows “Command prompt” to output Corona console messages. Now, the built-in console window takes on this role and offer some exciting new features, including:

  • Both errors and warnings are highlighted for quick reference
  • Easily search for text using the built-in search feature
  • Choose from several color themes to suit your preference
  • Jump to an error or warning in the log by clicking/selecting its message in the bottom panel
  • If you choose to build and copy to a tethered device, the console log will show messages from that device
    console

Other highlights/notes

Other additions and changes to this release include:

  • Android builds now support Android 6 “Marshmallow”
  • Windows, OS X, iOS, and tvOS game controller support; on Windows, support for bothDirectInput and XInput; on OS X, support for both HID and MFi controllers
  • iOS device builds now target the iOS 9.2 SDK
  • 3D Touch support for supported devices like the iPhone 6S and 6S Plus
  • Corona apps now respect the “Auto-Rotate” setting on Android
  • New texture loading/management APIs
  • Graphics V1 compatibility is now deprecated and may be removed in a future release

 

The complete release notes are available here.

GameDev News

17. February 2016

 

Coppercube 5.4, a full WYSWYG editor experience for HTML5 game development, just released version 5.4 as a free updated.

From the release notes:

This is a free update for all existing users, download it here. New in this update:

  • Heightmap import support for terrain
    If you want to sculpt your 3D world terrain with another software, you can do this now, too. Coppercube now is able to import terrain heightmaps of the formats .raw, .r16, .r32, .png, .tga and .pgm. It also has the option to automatically apply textures to imported terrain and distribute grass onto it.
    heightmap terrain import
  • Integrated Texture Packer
    CopperCube now has an integrated texture packer. This is useful if you are using 3D models (for example downloaded from the web) which weren't optimized for games. Most of 3D models available online have lots of textures applied to them, which slows down your game while rendering. You can now simply right-click such a model in your game, and select "Modify -> Pack all textures of selection into one". This will optimize your 3d model and make it render much faster.
    integrated texture packer
  • Much smaller, compressed files for WebGL
    CopperCube now generates up to -80% smaller files for WebGL (depending on content). Files are now compressed, causing WebGL websites to download and start much quicker. This feature is optional and can be turned off in the publishing settings.
    webgl compression
  • Much smoother first person shooter style camera
    The first person shooter camera now has a new property named 'movement smoothing', which when turned on causes the movement of the player to be much softer, even on very slow systems. This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on.
    smoother fps camera
  • Full web page WebGL support
    There is now an option in the publishing settings to enable your game/app to use the full web page size.
  • Footstep sounds
    It is now possible to play foot step sounds easily. Simply attach the 'footsteps' behavior to any object, and once it is moving, one random of three actions is run, after a specific foot step length. Use those actions to play sounds, blow up dust, or similar. The footstep behavior is available as free downloadable extension behavior from the extension download page here.
  • Box testing for "On proximity do something" action
    The "On proximity do something" action now has a setting named 'testArea'. Set this to 'box' instead of the default 'sphere', and your objects will be tested against a box, which is more exact and useful in a lot of cases. Also, the box is rotated and scaled with the object, so you can also test for non-orthogonal areas now.
    integrated texture packer
  • Nicer 2D image drawing
    You can now specify if a 2D image drawn as part of a 2D Overlay will be drawn 'sharp/pixelated' or 'blurry/filtered' when it is scaled. Both options make sense, depending on the type and use case of your 2D overlay. Now you can choose manually which option will be used.
    integrated texture packer
  • New "Recalculate normals" command
    The command for recalculating tangents and binormals, which is intended to be used for normal mapped geometry only now also works for all kinds of static geometry. It has also been renamed accordingly "Recalculate normals and tangents...". You can use it to recalculate and fix normals for all kinds of static meshes now.
  • Possibility to update static Phyics geometry
    The new scripting function ccbUpdatePhysicsGeometry() is able to update the internal collision geometry of the physics engine. If you move a part of the static collision geometry while your game is running, and want the physics engine to respect that, simply run this new command afterwards. You can do this for example with a 'Execute JavaScript' action.
  • Pan support for Model Viewer Camera
    If you are using the model viewer camera behavior, you can now enable pan for it. This works when pressing both mouse buttons at the same time. It is implemented inm the downloadable extension behavior 'Model Viewer Camera Extended' from the extension download page here.
  • Improved .OBJ file loader
    The .obj file importer is now more compilant and can even import corrupt .obj files found on the web. It is also now able to import files correctly, exported with some newer version of a more popular 3d modelling software, which seems to add some unexpected characters into the file sometimes.
  • Increased WebGL performance
    WebGL performance is now much better, on all browsers: Internally, the engine now uses requestAnimationFrame() if this turns out to perform better on the target browser.
  • other, smaller new features:
    • Updated documentation with examples and more details
    • Improved french translation
    • Extension scripts in WebGL now also can handle right mouse button events
    • A handfull of smaller bug fixes.

GameDev News ,

17. February 2016

 

Unreal Engine just received a hotfix for their stable release of 4.10.3.  The hotfix contained the following fixes:

Fixed! OPP-4947 Installation Error code R-1638 / Unable to upgrade to 4.10.1 through launcher if 4.11 has been installed
Fixed! UE-13030 Crash related to loading sub-level - UEngine::LoadMap()
Fixed! UE-22075 Crash on compile when nodes use same name - FPersistentFrameCollectorArchive::operator<<()
Fixed! UE-22696 Crash on importing specific Skeletal FBX exported with FBX2016
Fixed! UE-22921 Parenting multiple actors under border crashes editor
Fixed! UE-23373 Crash occurs opening some animations - TSharedMapView<FName,FString>::Find()
Fixed! UE-23785 Crash in UE4Editor_Core!FSlowTask::GetCurrentMessage()
Fixed! UE-24169 Crash in PlayerInput.cpp - UPlayerInput::ProcessInputStack()
Fixed! UE-24443 Potential Crash When Migrating Assets - FGenericPlatformString::LogBogusChars<wchar_t,char>()
Fixed! UE-26315 Crash in UE4Editor_Engine!UActorComponent::BeginPlay()
Fixed! UE-26872 Loc gathering can crash in 4.10
Fixed! UE-23231 Can't Upload iOS build signed on PC
Fixed! UE-24972 VR headtracking locked on game start for some templates
Fixed! UE-26158 bIsActorBeingDestroyed incorrectly Commented out
Fixed! UE-26657 Regression on sprite import improvements from 4.9
Fixed! UE-26903 Loc dashboard doesn't export native translations when exporting a single culture

GameDev News

17. February 2016

 

Phaser, the cross platform HTML5 based game library I covered in this tutorial series, just released version 2.4.5. 

image

From the release:

Phaser 2.4.5 is our first release in 2016 and represents several months of fixes and optimizations. As a point release it's a safe update from a previous 2.4 build, but as always please test first before upgrading, and be sure to skim through the extensive change log. There are some great new features including Dolby Digital sound support, loads of updates to Pixi and a new Webpack bundle.

  • 14 new features including Dolby Digital audio support and advanced Text wrapping
  • 30 updates including replacing PolyK with EarCut, Tilemap updates and lots of TypeScript and JSDoc updates.
  • 31 bug fixes including OS X Chrome right-click issues, Sprite mouse over, Tween event order, Loader queue fixes and more.
  • 10 updates to our build of Pixi including CanvasPool tweaks, fixing generateTexture bounds calculations and Filter Texture and GL Viewport fixes.

Due to on-going development of Lazer (previously known as Phaser 3) Phaser is soon to enter the LTS (long-term support) stage of its life. This is when we impose a feature freeze, locking the API down and responding only to bugs. This is a necessary step to allow us to focus on Lazer while still ensuring Phaser is given the support it deserves. Thousands of developers use Phaser and we've no intention of ignoring that. However with the release of 2.4.5 we will now be moderating issues opened on GitHub to this effect.

You can read more here.

GameDev News ,

16. February 2016

 

Flixel was/is a popular game engine written for the Flash programming language.  It unfortunately hasn’t been updated in many years.  However HaxeFlixel is a port of Flixel to imagethe Haxe cross platform programming language which is very much in fact under active development.  In fact, HaxeFlixel 4.0 was just released today!  This is also the biggest released they have ever done, so HaxeFlixel is still very much alive.

 

From the release:

We are proud to announce the release of HaxeFlixel 4.0.0! This is without a doubt the biggest release yet, with nearly 2000 new commits on the core repository alone since the last release.

The highlights of this release are:

  • an improved API structure
  • a refactored rendering system
  • a much improved gamepad API
  • improved HTML5 support
  • improved OpenFL Next compatibility
  • an improved debugger console (now using hscript) with auto-completion
  • over 20 new demos
  • ...and much more

For a more in-depth breakdown of the changes, have a look at our changelog. If you are mostly interested in the breaking changes to upgrade a project using HaxeFlixel 3.3.x, please refer to theupgrade guide.

We would like to thank all contributors who helped with this release in any way, as well as our Patreon supporters. Check out the Financial Summary 06/15 - 02/16 blog post on Patreon if you're wondering what we do with your donations.

Going forward, there are two things we want to foucs on:

  • A stable API - Breaking changes should be the exception and only happen in major releases. This also means following semantic versioning more closely.
  • More frequent releases - 4.0.0 took longer than it should have. We aim to have smaller releases in the future, but release more frequently.

The HaxeFlixel team

 

I know I’ve said this a few times, but I really do intend to do more Haxe content in the near-ish future.

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