Phaser 2.1.1 released

12. September 2014



Apparently on September the 9th Phaser 2.1 was released  followed quickly by the ohhhh oops Phaser 2.1.1 hotfix release.  It is important to note that this releasePhaser Logo has some code breaking changes in it, so read carefully before upgrading to see how your code might be impacted!



The release notes:


Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create method but had an empty preloader or pre-cached assets.

The list of changes below are from 2.1.0 - 9th September 2014

New Features
  • Updated to p2.js 0.6.0 - this was an API breaking change, so please see the p2.js section of this change log specifically if you're using p2 in your game.
  • If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
  • Ninja Physics is no longer included in the build files by default. Not enough people were using it, and not enough contributions were coming in to help polish it up, so we've saved the space and removed it. It's still available in the grunt build files if you require it, but we're deprecating it from the core library at this time. It will make a return in Phaser3 when we move to a modular class system.
  • ScaleManager has a new scaleMode called RESIZE which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout (#642)
  • The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
  • Device will now detect for Kindle and PS Vita (thanks @lucbloom)
  • Device will now detect for Cordova (thanks @videlais #1102)
  • Arcade Physics Body.skipQuadTree is a new boolean that if set to true when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
  • Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
  • Cordova 'deviceready' event check added (thanks @videlais #1120)
  • Loader.useXDomainRequest boolean added. If true (the default is false, unless the browser is detected as being IE9 specifically) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it (#1131 #1116)
  • Added support for Tiled objects type field (thanks @rex64 #1111)
  • Tile properties are now copied from the Tiled JSON data to the Phaser.Tile objects when parsed (thanks @beeglebug #1126)
  • All Images now have a frameData value, even if it's only one frame. This removes lots of engine code needed to check if images are sprite sheets or not, and simplifies game code too (thanks @lucbloom #1059)
  • Added a new Phaser.Rope object. This allows for a series of 'chained' Sprites and extends the Rope support built into Pixi. Access it via game.add.rope (thanks @codevinsky #1030)
  • Phaser.Device.isAndroidStockBrowser will inform you if your game is running in a stock Android browser (rather than Chrome) where you may wish to scale down effects, disable WebGL, etc (thanks @lucbloom #989)
  • Phaser.Camera has a new property position which is a Point object that allows you to get or set the camera position without having to read both the x and y values (thanks @Zielak#1015)
  • TileSprite now has the alive property, which should help with some Group operations (thanks @jonkelling #1085)
  • Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
  • Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
  • ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092)
  • Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
  • SinglePad.destroy now clears all associated GamepadButton objects and signals.
  • Device.node and Device.nodeWebKit are two new properties (thanks @videlais #1129)
  • and my values are get and set in meters with no pixel conversion taking place.
  • and my values are get and set in meters with no pixel conversion taking place.
  • Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882)
  • SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
  • StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
  • Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092)
  • Animation.onUpdate is a new event that is dispatched each time the animation frame changes. Due to its intensive nature it is disabled by default. Enable it withAnimation.enableUpdate = true (#902)
  • Device now has new features to support detection of running inside a CocoonJS.App (thanks@videlais #1150)
  • Support for CocoonJS.App's 'onSuspended' and 'onActivated' events, making it so that the timers and sounds are stopped/started and muted/unmuted when the user swaps an app from the background to the fore or the reverse (thanks @videlais #1152)
  • Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
  • Game.destroy now removes the games canvas element from the DOM.
  • ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call.
  • ArcadePhysics.collide and overlap can now accept 2 Arrays of objects to be used in the collision checks (thanks @ctmartinez1992 #1158)
  • RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites.
  • Phaser.Canvas.setImageRenderingCrisp now sets image-rendering: pixelated, perfect for pixel art, which is now supported in Chrome 38.
  • Phaser.Mouse will now add a listener to the window to detect mouseup events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas (#1167)
  • Rectangle.centerOn(x,y) allows you to quickly center a Rectangle on the given coordinates.
  • Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
  • The StateManager will now check if a State has a method called resize. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width and height that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
  • Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
  • The grunt script now builds a new version of Phaser without any physics (including Arcade Physics), Tilemaps or Particles. This build is called phaser-no-physics.js and works stand-alone. Please note that things like the GameObjectFactory aren't changed, so they will still try and create a Tilemap for example should you ask them to (thanks @eguneys #1172)
  • Camera.roundPx is a new boolean. If set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set to false to disable this from happening (#1141)
  • Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)
  • TypeScript definition updates to help fix for the noimplicitany option (thanks @Waog#1088)
  • TypeScript definitions fixes and updates (thanks @clark-stevenson @englercj @saikobeeand @rhmoller)
  • All of the Pixi geom classes have been removed from the build file as they aren't needed (the Phaser.Geom classes overwrite them), saving some space in the process.
  • Improved consistency of clone methods on geometry classes (thanks @beeglebug #1130)
  • Removed Cache.isSpriteSheet method as no longer required (see #1059)
  • Added Cache.getFrameCount to return the number of frames in a FrameData.
  • Input.setMoveCallback has been removed due to deprecation.
  • BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
  • BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
  • Pointer.moveCallback has been removed due to deprecation.
  • SinglePad.addButton has been removed due to deprecation.
  • P2.Body.loadData has been removed due to deprecation.
  • P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
  • Canvas.create noCocoon parameter has been removed due to deprecation.
  • Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
  • P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See for meter values.
  • P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See for meter values.
  • Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147)
  • The Pointer move callbacks are now sent an extra parameter: fromClick allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055)
  • GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
  • If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to 1 / 60 * 1000 as it's a ms value (thanks@casensiom #899)
  • Tiled polylines are now imported into the map objects property as well as map collision (#1117)
  • Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks@RafaelOliveira #886)
  • Stage.offset has been moved to ScaleManager.offset
  • Stage.bounds has been removed, you can access it via Stage.getBounds.
  • Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
  • ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
  • The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
  • ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
  • ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback (#641)
  • Cache.getImage now returns null if the requested image wasn't found.
  • BitmapData now returns a reference to itself from all of its drawing related methods, allowing for easy function chaining.
  • The default size of a BitmapData if no width/height is given has been changed from 100x100 to 256x256.
  • Phaser.Text.destroy will now destroy the base texture by default (#1162)
  • BitmapData.copyPixels is now called BitmapData.copyRect and the method signature has changed.
  • BitmapData.draw method signature has changed significantly.
  • Phaser.Canvas.getSmoothingEnabled will return true if the given context has image smoothing enabled, otherwise false.
  • Math.numberArrayStep is a new method that allows you to return an array of numbers frommin to max including an optional step parameter (thanks @codevinsky #1170)
  • Removed redundant if check from StateManager.preUpdate (thanks @FedeOmoto #1173)
Bug Fixes
  • Remove escaping backslashes from RetroFont text set documentation (thanks @jackrugile#1051)
  • Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050)
  • Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060)
  • Fix for previous PR #1028 where the P2.setBoundsToWorld call was overriding setBoundsToWorld in the P2 constructor (thanks @Dumtard #1028)
  • Fix for scale issues in CocoonJS using webgl renderer and screencanvas (thanks@txusinho #1064)
  • Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
  • Group.swap() updates the Z index values properly (thanks @Blank101 #1090)
  • Device now recognises ChromeOS as a desktop (thanks @alvinsight @hilts-vaughan#1091)
  • Fixed Point.rotate bug (thanks @gamedolphin #1107)
  • InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093)
  • Swapped argument order of Rectangle.containsRect (thanks @beeglebug #1095 #1125)
  • The Game configuration object "renderer" property was being wrongly assigned to Game.renderer instead of renderType (thanks @FedeOmoto #1127)
  • Fixed Group.removeBetweens default endIndex (thanks @darfux #1142)
  • Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu#1143)
  • Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks@wayfu #1143)
  • Fixed the resolution uniform type in the SampleFilter (thanks @VictoryRice #1137)
  • Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077)
  • BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs #1076)
  • InputHandler docs updated to avoid Pointer data-type confusion (#1097)
  • If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053)
  • The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934)
  • Tilemap.hasTile now checks the Tile.index value and will return false if the index is -1 (i.e. a non-active tile) (thanks @elgansayer #859)
  • Sound.restart used to cause the Sound to double-up if it was already playing when called. Now correctly stops the sound before restarting it (thanks @wombatbuddy #1136)
  • GamePad axis detection now works again properly in Firefox (#1035)
  • GamepadButton.justPressed and justReleased now correctly report if the button has just been pressed or released (thanks @padpadpad #1019)
  • TilemapParser.getEmptyData now correct adds an empty bodies array into layers. This fixes an issue where p2 couldn't convert a csv map into collision tiles (thanks @sru #845)
  • CocoonJS doesn't support mouse wheel events so they've been moved into a conditional check (thanks @videlais #1151)
  • ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
  • Added Sound._muteVolume which stops Firefox and IE9 crashing if you try to unmute a sound that hasn't yet been muted, which can also happen as a result of a game visibility change (thanks @osmanzeki #1108 #1123)
  • P2.World.getSprings used to return an empty array, but now returns all the Springs in the world (#1134)
  • Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element.
  • Rectangle.bottom setter swapped the order of the calculation (thanks @JakeCoxon #1165)
  • Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation.
  • Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168)
  • P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters.
p2.js 0.6.0 Changes and New Features
  • DistanceConstraint signature changed to take the new localAnchors.
  • World.createDistanceConstraint signature changed to include new local anchors (thanks@rhmoller #1169)
  • RevoluteConstraint signature changed to include worldPivot.
  • P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type we have left the motionState getter/setter in for now.
  • World.enableBodySleeping has been removed and replaced with World.sleepMode.
  • Phaser P2.Springs are now LinearSprings by default.
  • World.createRotationalSpring will now let you create rotational springs.
Breaking changes
  • Renamed property .motionState to .type in class Body.
  • Changed constructor of RevoluteConstraint. Now the local pivots are passed as options instead of direct arguments. See the constraints demo.
  • Removed World.prototype.toJSON and .fromJSON.
  • Removed properties .enableBodySleeping and .enableIslandSleeping from World instances. The enum .sleepMode can be used instead. See the sleep demo.
  • Converted Spring to a base class for the new LinearSpring and RotationalSpring classes. LinearSpring can be used as the old Spring.
  • Utils.ARRAY_TYPE can now be overridden by injecting a global called P2_ARRAY_TYPE. Support for GLMAT_ARRAY_TYPE has been removed.
Other changes
  • Added flag .enableFrictionReduction to Narrowphase.
  • Added RevoluteConstraint.prototype.setLimits.
  • Added PrismaticConstraint.prototype.setLimits.
  • LockConstraint, DistanceConstraint, and GearConstraint can now be constructed from current body transforms.
  • RevoluteConstraint can now be constructed from the current body transforms and a world point.
  • Material id can now be passed via constructor.
  • ContactMaterial instances now have a property .contactSkinSize.
  • Added method Body.prototype.getAABB.
  • Limits for DistanceConstraint. See the DistanceConstraint demo.
  • Added Body.prototype.overlaps.
  • Added class OverlapKeeper.
  • If substepping is used in World.prototype.step, the substeps are aborted if slower than real time.
  • Added Heightfield/Convex and Heightfield/Circle collision support.
  • Added property .overlapKeeper to World.
  • EventEmitter.prototype.has can now check if any listeners were added to a given topic.
  • Added Utils.defaults.


In reading through the changes, I do not believe any of the GameFromScratch Phaser tutorial series will be impacted if you use the newest version.

News ,

Cocos2D 3.1 and SpriteBuilder 1.2 released

12. September 2014


I just received the following announcement from the Cocos2D team, which oddly is not yet on their site.  There has been a new release of the seminal Cocos2D library, as well as a new version of the SpriteBuilder tool.


SpriteBuilder 1.2 and Cocos2D 3.2 are here!




We are pleased to announce the launch of brand new versions of SpriteBuilder and Cocos2D-Swift! The biggest news in the 1.2 version of SpriteBuilder (change log) is the addition of the packages feature. Packages give you greater control over how you can share SpriteBuilder content, including images, audio files, and more. It allows you to group resources together and to export or import them as a single unit for ease of management. This is great if you want to share elements used in your game, either between your own projects or with the SpriteBuilder community. We're working on packages support in Cocos2D 3.3 that will make this feature even more useful for game developers, so stay tuned!


Cocos2D 3.2 adds the new and exciting CCEffects API, which allows you to add blurs, color, reflections, and many other cool effects to your sprites with only a single line of code! Check out our latest blog post for more details on CCEffects.


Cocos2D 3.2 also introduces a change to project templates that will streamline and simplify developer workflow. In effect, SpriteBuilder is now the official way to generate Cocos2D projects, as the Cocos2D-specific Xcode templates have been removed. This change makes it easier to upgrade projects to later versions of Cocos2D and eliminates a code path that was difficult to maintain and test. SpriteBuilder is free and open source as well as being the official IDE for Cocos2D, but it's not required for use with a Cocos2D codebase beyond the project creation step.



Download SpriteBuilder from the Mac App Store (includes Cocos2D-Swift) ›


Learn more about SpriteBuilder on our community forum!


Cocos2D is an open source 2D game framework for building games with Objective C and XCode.  You can download it here.

News ,

Two new open source game tool releases. DT3, a 3D game engine and a generic level editor from Sony

3. September 2014


Over the past day there have been a pair of announcements on reddit that are relevant to game developers.  The first is Sony released and open source generic 3D level editor, generically enough called ATF Level Editor.  ATF stands for Authoring Tools Framework, which they open sourced earlier, ATF is a framework of mostly C# based components for making game tool development easier.  It was used to build games such as The Last of Us, and games in the KillZone series.


As to the level editor, in Sony’s own words:


The LevelEditor is a software tool used to design levels (maps, campaigns, and virtual worlds) for a video game. A level editor is used by a game designer.


The standalone LevelEditor is a fully functional modern level editor. Using the LevelEditor, you can design a game world for any video game engine. You can create and lay out terrain, place static game objects in the world (such as rocks, plants, street lights, or buildings), place light sources for game objects, and place Linears for dynamic game objects.


The LevelEditor leverages the Authoring Tools Framework and C# for user interface and data management, and leverages the power of C++ and Microsoft® DirectX® 11 for 3D rendering.


Originally built from the Authoring Tools Framework, the LevelEditor offers a WYSIWYG interface and a variety of features that support asset management, game object creation, scene layout, and cross-team development. The LevelEditor can also be customized and extended by creating plug-ins. For more about the Level Editor's capabilities, see LevelEditor Features & Benefits.


The following LevelEditor features help you construct game levels efficiently and collaboratively:

  • Work with a variety of file formats
  • Associate assets with game objects
  • Position, rotate, scale, and snap game objects precisely
  • Edit game object properties
  • Show or hide groups of game objects to unclutter the view as you work
  • Construct Linears (lines and curves)


Screenshot of the Editor in action:




The editor is available on Github and you can get more information on the Wiki.  The documentation is available here.


This looks like a great option for people that want to roll their own engine, but still want great tooling support.  All that is required to integrate within your own pipeline is a converter to read Sony’s XML output.



Donkey Tech 3 Engine


The next announcement was the open source release of the Donkey Tech 3 engine.  This was an in-house developed game engine that supports the most popular platforms ( desktop and mobile ).  The code is primarily C++/ Qt based.  The engine itself includes a 3D component based world editor as well as a visual graph scripting system, somewhat similar to Unreal’s Blueprint system.


Documentation is incredibly sparse, there isn’t even really an overview of what the engine does.  Here is the author’s reddit post:


DT3: Donkey Tech 3 by Smells Like Donkey Software Inc.

EDIT: Funny. I forgot the link to the engine. It's HERE

Here's my game engine that I have been meaning to open source for years now. It has a full editor, node based scripting system, DSP audio effects, Particles systems, and supports 2D or 3D games. It's built to be completely generic as to what kinds of games you want to make.

Here's some videos of it in action: Editor, Scripting, Sound, Keyframing

More Info: DT2 Portal - slightly older version of the engine

I hope you find it useful. Enjoy!


Here is a description of the previous version of the engine:


DT2 contains many cutting edge features to make rapid game development possible:

  • Fully Open Source (when released!)
  • Customizable editor based on Qt 5.0.2.
  • Extensive Visual scripting system featuring lazy updates for faster evaluation.
  • Asset packaging system.
  • Fully integrated and flexible GUI system with FreeType Font support.
  • OpenGL and OpenAL support.
  • Flexible file format support for WAV, OBJ, FBX, 3DS, PNG, JPEG2000, PVR, Ogg Vorbis and Ogg Theora as well as many optimized (and proprietary) formats.
  • Hot loading of all resources for faster artist iterations.
  • Sprite and Bone (GPU skinning) animation systems.
  • Streaming audio sound effects with OpenAL with built in DSP filter framework. Streaming music system for hardware accelerated music playback where available.
  • Streams both ASCII and obfuscated binary file formats for reading and writing level data. Save anywhere is fully supported.
  • Built in networking for multiplayer games over UDP. Full network serialization.
  • Integrated profiling tools.
  • Pluggable Renderer. Deferred shading renderer on Mac and PC enables hundreds of simultaneous dynamic lights.
  • Hardware Shader Support. Examples of Normal mapping, Parallax mapping, etc.
  • Modern C++ programming methodology.
  • Supported platforms include Mac OS X, Windows 7&8, iPhone, Android and WinRT. Future ports to game consoles.
  • Very flexible particle system built on visual scripting system.
  • Multithreading support.
  • Integrated Unit testing framework.
  • Optional Plug-ins for Chipmunk Physics, Bullet Physics, Ogg Vorbis, Ogg Theora, FBX, as well as proprietary 2D Sprite tools.


Here is a video showing scripting within the engine:


The game engine code, a sample game and an empty project can all be download on Github.

News ,

LibGDX 1.3 released

9. August 2014


LibGDX, the cross platform, Java based, open source gaming library for iOS, Android, HTML5 and Desktop has just reached version 1.3.  The details of the new release:



  • API Addition: Added Input.isKeyJustPressed
  • API Addition: multiple recipients are now supported by MessageDispatcher, see
  • API Change: State#onMessage now takes the message receiver as argument.
  • API Addition: added StackStateMachine to the gdx-ai extension.
  • API change: ShapeRenderer: rect methods accept scale, more methods can work under both line and fill types, auto shape type changing.
  • API change: Built-in ShapeRenderer debugging for Stage, see
  • Files#getLocalStoragePath now returns the actual path instead of the empty string synonym on desktop (LWJGL and JGLFW).
  • Fixed and improved xorshift128+ PRNG implementation.
  • Added support for Tiled’s animated tiles, and varying frame duration tile animations.
  • Fixed an issue with time granularity in MessageDispatcher.
  • Updated to Android API level 19 and build tools 19.1.0 which will require the latest Eclipse ADT 23.02, see for how things are broken this time…
  • Updated to RoboVM 0.0.14 and RoboVM Gradle plugin version 0.0.10
  • API Addition: added FreeTypeFontLoader so you can transparently load BitmapFonts generated through gdx-freetype via AssetManager, see
  • Preferences put methods now return “this” for chaining
  • Fixed issue 2048 where MessageDispatcher was dispatching delayed messages immediately.
  • API Addition: 3d particle system and accompanying editor, contributed by lordjone, see pull request 2005
  • API Addition: extended shape classes like Circle, Ellipse etc. with hashcode/equals and other helper methods, see pull request #2018
  • minor API change: fixed a bug in handling of atlasPrefixes, see pull request 2023
  • Bullet: btManifoldPoint member getters/setters changed from btVector3 to Vector3, also it is no longer pooled, instead static instances are used for callback methods
  • Added Intersector#intersectRayRay to detect if two 2D rays intersect, see pull request 2132
  • Bullet: ClosestRayResultCallback, AllHitsRayResultCallback, LocalConvexResult, ClosestConvexResultCallback and subclasses now use getter/setters taking a Vector3 instead of btVector3, see pull request #2175
  • 2d particle system supports pre-multiplied alpha.
  • Bullet: btIDebugDrawer/DebugDrawer now use pooled Vector3 instances instead of btVector3, see pull request #2174



You can download the LibGDX setup app here.  Of course, has a complete set of LibGDX tutorials to get you started.

Programming, News ,

How my upcoming vacation lead to a new game dev project

30. July 2014


It’s that time of year… time to put everything on hold for a while, get away for a bit and consume far too much food and drink.  Yes, GameFromScratch is about to go on vacation for a few days.  Bonus points if you can figure out where I am going from the picture below!




… anyways, being a game developer, do we ever really take vacation?  We are seemingly always thinking about how to accomplish something or other in our head.  This trip will no doubt be no different…


Actually, it will be different on one level.  I recently acquired a full sized iPad Air ( until now, I’ve only had a Mini ) and I am thinking about doing an entire series of creating games entirely on an iPad.  Let’s see just how much you can accomplish entirely on an iPad.  This means coding, game asset creation, everything on the iPad.


I’ve actually already purchased a number of items required.  I purchased a license of Codea back when I first got my iPad Mini, but I found the limited screen size to be a rather big annoyance.  I also have purchased several different drawing programs, including Paper, PhotoShop, ArtRage and iDraw.  I even have a functioning blog packaging, so I can right about the process.  Not really certain how I will tackle audio creation.  Another major downside is asset sharing…  this is one of the major limitations of iOS, sharing data between apps is pretty horrible.  The defacto workaround seems to be DropBox, but that depends entirely on how well the hotel’s Wifi works.  It could end up being a fun little side project.  Or it could be a complete waste of time… I guess we shall see.


Fortunately what it will be is a good LUA refresher, which I need for an upcoming and much larger project I am embarking on when I return.  More news on that later.


So anyways, that’s what I am about to do… if goes silent until next Wednesday… guess that means the hotel wireless was pretty awful.  In which case, have a great week!

News, Totally Off Topic