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4. November 2016


SFML, the Simple Fast Media Library, a popular open source cross platform media framework just released version 2.4.1.  If you are interested in learning more about SFML check out our tutorial series here, orsfml-logo-big an older series available here.  Highlights of the release from the announcement post:

Some highlights are:

  • Switched back to pure Xlib instead of XCB + Xlib
  • This fixes quite a few issues for Linux (fullscreen bug, GNOME unresponsive issue, etc.)
  • Removed the internal OpenGL context
  • Which fixed the stack overflow on Windows when using multiple-threads


Details of the release from the change log:


  • [kFreeBSD] Define SFML_OS_FREEBSD when compiling for kFreeBSD (#1129
  • [Window] Added some simple messaging when trying to build under Cygwin (#1153)
  • Fixed stack overflow on GlContext creation with multiple threads (#989, #1002)
  • Adjusted mouse cursor grab documentation (#1133)
  • [iOS] Fixed orientation change not rescaling window size properly (#1049, #1050)
  • [Linux] Fixed fullscreen issue (#921, #1138)
  • [Linux] Switched from XCB back to Xlib for windowing (#1138)
  • [Linux] Fixed window icon not showing up on some distros (#1087, #1088)
  • [Linux] Fixed an issue where GNOME flags window unresponsive (#1089, #1138)
  • [Linux] Fixed leak of XVisualInfo objects during GlxContext creation (#1135)
  • [Linux] Fixed possible hang when setting visibility if external window sources (#1136)
  • [OS X] Fixed inconsistency between doc and impl on OS X for the grab feature (#1133, #1148, #1150)
  • [Windows] Fixed context memory leaks (#1143, #1002)
  • Adjusted uniform error message (#1131)
  • Clarify documentation on Rect::contains function bounds (#1151)
  • Fixed a typo in comment for sf::UdpSocket::unbind() (#1121)

GameDev News

4. November 2016


Tiled, the popular open source map editor, just released version 0.17.1.  If you are interested in learning more about Tiled I have a comprehensive tutorial series available here.  This update is primarilytiled-logo-white composed of fixes, but also contains updated Chinese and French translations.  There is also an experimental plugin for supporting the Defold game engine.  If you want to learn more about the newly support Defold engine, I have a tutorial series available here.


Details of the new release from the release announcement:


  • Fixed wrong alpha value when opening the color picker dialog
  • Fixed saving of object group color alpha value
  • Fixed tile id adjustment for newly added tilesets
  • Fixed "Object Properties" entry in the context menu to be always enabled (by Erik Schilling)
  • Fixed out-of-sync tile selection during layer offset change (by nykm)
  • Fixed hidden objects becoming visible when offsetting the map (by ranjak)
  • Fixed problems with using predefined file properties
  • Lua plugin: Fixed type of animation frame properties
  • OS X: Use standard shortcut for toggling full screen
  • OS X: Fixed compile when pkg-config is present
  • Windows: Include the Defold plugin
  • Windows: Added support for DDS, TGA, WBMP and WEBP image formats
  • Linux: Added 64-bit AppImage (with help from Simon Peter)
  • Chinese translation updates (by endlesstravel and buckle2000)
  • French translation updated (by Yohann Ferreira)


Tiled is free, open source and available for download here.

GameDev News

3. November 2016


Another day, another Unity game engine patch, this time patch 5.4.2p3.  As is typical of Unity patches, it contains no new functionality, just the regular collection of fixes and improvements.  From the release notes:


  • iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API.
  • User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • (832837) - Animation: Fixed a crash when receiving null property modification in animation recording.
  • (835544) - Animation: Re-enabling playback/recording in play mode.
  • (844785, 841067) - AssetBundles: Fixed a deadlock when decompressing lzma bundle when stream had incompressible data.
  • (774264, 820297) - CacheServer: Fixed creation of directories and an issue while sending file and socket was closed.
  • (819150) - Collab: Fixed a crash with collab toolbar.
  • (826244) - Graphics: Texture2D.ReadPixels no longer reads from the wrong location on iOS/Metal when reading a section of an image.
  • (842538) - IL2CPP: Correctly marshal an out array of structures which uses the LPStruct marshaling directive.
  • (840534) - Mono: Prevent GetHostEntry from throwing a SocketException on Windows when the machine is not connected to any network.
  • (827122, 804744) - Multiplayer: Fixed a crash with StartAsClient.
  • (790431, 785347, 771860, 836170, 827884) - Multiplayer: Fixed the issues concerning disconnect and error handling.
  • (761588, 820982, 773323) - Multiplayer: Fixed weaver error handling of not supported types.
  • (756572, 737241, 775248) - Multiplayer: Fixed weaver generation of Serialize and Deserialize functions.
  • (765145, 840314, 710625, 730779) - Shaders: Fixed some cases where surface shader writing to o.Occlusion would not sample the texture with correct UVs.
  • (833647) - UnityWebRequest: Fixed redirect to a relative URL.
  • (none) - VR: Fixed issue with Oculus causing Controller Input to fail for bumpers.
  • (838737) - Windows Store: Fixed incorrect instanceID for component when cloning object with component contained in a struct inside list.


The patch is available for download here.

GameDev News

2. November 2016


OpenFL is a cross platform Haxe powered implementation of the Flash API, while Lime is a set of low level cross platform libraries OpenFL depends upon (but can be used stand-alone).  Both just saw a new release this month, 4.4 and 3.4 respectively.  The major feature of this release is support for modular HTML5 builds, but other features such as improved HTML5 video support, SDL 2.0.5 support on native and other features are included.


From the Lime release notes.

3.4.1 (11/01/2016)

  • Fixed order of Assets.registerLibrary and app.onPreloaderComplete
  • Added a workaround for HAXE_STD_PATH error on -Dmodular


From the OpenFL release notes.

4.4.1 (11/01/2016)

  • Added support for the "ignoresampler" AGAL sampler hint
  • Improved the behavior of context3D.setSamplerState
  • Minor change to better support Lime onPreloadComplete event
  • Fixed visibility of TextField cursor on a final blank line
  • Fixed a possible null error in EventDispatcher
  • Fixed support for -Dmodular

2. November 2016


YoyoGames have just announced the public launch of GameMaker Studio 2 beta.  The beta is slot based and according to posters on reddit all of the initial beta slots have now been claimed.  According to their FAQ they will be releasing more beta slots over time:

It says there are no slots left for the beta, how can I take part?

We will be opening up more slots over the beta period, please keep checking back or follow us on social media


The posted expected pricing on the beta page, showing first that their is no subscription model available and that GameMaker Studio 2 will be $100 USD with additional platforms costing between $150USD and $400USD.



In regards to upgrading, from the FAQ:

Can I upgrade from GameMaker: Studio?

Yes you can - for a limited time existing Professional users and module holders will get 40% off the equivalent Studio 2 product and Master Collection users will get 50% off each product. Please visit for more information.


They have also posted a roadmap showing when you should expect additional functionality to be added to the beta:



Oddly missing from the announcement and FAQ is a list of new features and functionality over the current 1.4 edition of GameMaker.  There is however a list of the new functions available.

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Amazon offers new service for monetizing free to play games
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22. January 2013

Amazon have released Game Connect a system for offering DLC and other game purchases ( subscriptions? ) using Amazons infrastructure.


At first glance this seems pretty minor, yet another payment processor, but it is actually a rather large deal… why?  Because your purchasable game content will be included on, bringing massive exposure to small players in the free to play space.  Additionally, people trust Amazon and can use their existing account, gift cards, etc to make payments.  In some ways this might be one of the biggest developments for small indie developers looking to monetize their games.


What is Game Connect?

Game Connect is a service provided by Amazon which enables customers to discover and purchase virtual items on and have these virtual items sent directly to their linked game account.

How does Game Connect help you find more customers?

• Convenience: Customers can link their existing accounts with their account in your game to purchase digital items, delivered directly to their linked game account.

• Trust and Security: Game Connect enables Amazon customers to purchase your games and virtual items using existing and trusted order processing and payments technology. 

• Discoverability: Your games and virtual items will benefit from the familiar Amazon personalization and recommendation engine, surfacing your products where it makes the most sense for customers.


Amazon mention that during beta, developers took an average of 2 weeks including testing to implement Game Connect in their game.  Unfortunately there is little developer information available, you need to email if you want more details or to enrol.  EDIT:  Some developer information is available after all.  SDKs exist for Java, PHP and .NET.


The store is already only and you can browse it here.  As you can see, there is a fair bit of support already, including Second Life and Air Mech.

Amazon Connect


Is this a game changer, or just another payment processor?


Amazon have become a bigger and bigger player in the game development space, without many people realizing it.  Already their EC2 and S3 cloud solutions power the back ends of a large number of games.  Additionally their Kindle store provides an alternative to the mostly dismal Android App Store.


Some more links care of Reddit.  Here is the link to the In App Purchases documentation page.

Included are this tidbit

For In-App Purchasing for PC, Mac and Web-based games, please contact us to discuss revenue share.

For In-App Purchasing on Kindle Fire or through the Amazon Appstore for Android, developers earn 70 percent of list price on each paid app as well as on each in-app purchase. The fee for distributing apps through the Mobile App Distribution Program is $99 per year, which we are currently waiving.

 They currently support Pc, Mac and Web targets, as well as Kindle Fire and Android.  Notably absent is iOS.

The full Amazon press release is available here.


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