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27. September 2016


Hot on the heels of the GameMaker Bundle, ClickTeam Fusion is now available as a Humble Game Bundle.  Humble game bundles are a charity program with a  variety of different rewards based on different levels of donations, with the donor given the option of deciding how the donation itself is allocated between the Humble team, the developers who contributed rewards and the supported charity.  This particular humble bundle is in support of the Josh Farler Foundation which works to raise fund for transportation, food and housing for cancer patients undergoing treatment.

The actual bundle is built around Clickteam Fusion, a game engine which requires no coding.  Perhaps the most famous game made with the Clickteam Engine is the Five Nights at Freddy’s horror series, the 3rd version of which is actually included in this bundle.  Other items in the bundle include several games which include source code, the HTML5 and iOS exporters and more.  Additionally the Standard addition of Clickteam that comes with this bundle includes a credit for the developer version, described below:

Note: When you redeem your Clickteam Fusion 2.5 Standard Steam key, you'll also receive a Steam coupon for $50 off of an upgrade to Clickteam Fusion 2.5 Developer, where you'll get access to exclusive developer features! This discount expires November 1st, 2016 at 7:00pm Pacific.


The full contents of this bundle can be seen in the graphic below:



Click here for more details of the bundle.

GameDev News

27. September 2016


Today saw a new released of the Lua powered Defold game engine.  The primary addition of this release was Spine support was added directly to the GUI.  Spine is a 2D IK based animation system I covered in detail in this post.  Of course I also have alogo-text-below complete Defold game engine tutorial series if you are interested in learning more.  I also did this hands-on video with the Defold game engine.


Back to release 1.2.89 details.  Not a huge release by any means, here are the complete release notes:


We have now added support for Spine nodes in GUI scenes. Similar to the component version, this creates a GUI node for each bone in the spine instance, which come in handy when you want to parent other nodes to your spine bones. A couple of new script functions has been added to the gui.* namespace, such asgui.get_spine_bone, gui.play_spine and gui.cancel_spine. The argument list for the two latter functions are the same as for their spine.* counterpart, except they take a GUI node as first argument; namely a spine GUI node.

The profiler (toggled via toggle_profiler) has been fixed and should now display the same information on all platforms.

We have also worked on memory leaks and performance issues which will result in better performance for all games, especially those with massive amounts of game objects.


  • DEF-1528 - Added: Spine support in GUI
  • DEF-2111 - Fixed: Spine events were incorrectly sent to the completion callback
  • DEF-2034 - Fixed: Profiler missing some information on different platforms
  • DEF-2084 - Fixed: Missing GUI node size enums in script
  • DEF-1983 - Fixed: Memory leak when creating and/or deleting game objects

GameDev News

26. September 2016


From the publisher (but not developer) that create the popular JRPG development kit RPG Maker, RPG Creator has just been released.  RPG Creator is a iOS only tool for creating and sharing JRPG style games.  It does not have interop with the desktopRPGCreator product, being a completely distinct product at least for now.  Here are details from the announcement blog:

RPG Creator is a completely separate product from the RPG Maker series for PC, with a different development team (and company).

We believe that in the future, RPG Making should be a fluid experience. In the experience we dream of, you would be able to start a project on your PC, draw maps and event on your tablet, record sound effects or voice acting lines on your phone and then bring it all together on your PC again to finish up and send out to every platform. This is the first step towards that goal.

If RPG Creator proves to be popular, we will invest more heavily into it’s development, such as looking at ways of integrating it with RPG Maker as well as creating an Android version.

To help spread the word about RPG Creator, we’ve got a few events going on.

RPG Creator Rebate
RPG Creator is Free to Play (ad supported) but you can also pick up the “Premium” version which has some extra features. As a special thank you to the RPG Maker community, we’ve set up a Rebate. If you purchase the Premium version of RPG Creator, simply forward a copy (or screenshot) of your receipt to and we’ll set you up with a $5 credit for the RPG Maker Web store.


I created a quick hands-on video of the new free to download iPad app in action available here or embedded below.

GameDev News

26. September 2016


Daydream is Google’s project to bring VR to the Android platform.  Two of the biggest game engines, Unity and Unreal, just announced Daydream support in preview forms.image


First Unity’s announcement:

We’re excited to announce that native Daydream support is available as of today! It brings a more streamlined workflow, significant optimizations and reduced latency beyond the Google VR SDK for Unity released at Google I/O. No prefabs, scripts or manual manifest modifications are required to get started – simply enable VR and add Daydream as a targeted platform and begin making your own virtual worlds.

Unity’s native support for Daydream aims to solve the hard problems for you. To get optimal performance and latency from the platform we have done a deep integration with the Daydream SDK to leverage the platform’s asynchronous reprojection and VR performance mode. We have also made it easy to switch in and out of VR mode so that your applications can easily expand to the Google VR audience.

Not targeting just Daydream hardware? You can also have your application target Google Cardboard with native support. Applications which target Cardboard will work on older devices so that your application can reach as many users as possible. At this time, Cardboard support is exclusive to Android with iOS Cardboard support coming soon.

You can find more information and download the Technical Preview here. For questions or feedback head over to the new Daydream forum.

Google has also created a Unity SDK which expands Unity further by providing spatialized audio, Daydream controller support, utilities and samples. Please see the script reference and download pages for more details.


And now Unreal Engine:

Back in May during Google I/O, Epic announced its day one support of Daydream, Google’s exciting mobile VR platform for high quality, mobile virtual reality which is coming in Fall 2016 and will provide rich, responsive, and immersive experiences with hardware and software built for VR.

Well, after gathering developer feedback and evolving its resources into a suite of powerful tools, Google has announced that Google VR SDK 1.0 has graduated out of beta and is now available on theDaydream developer site

As pointed out in the official announcement post, the updated SDK simplifies common VR development tasks so developers can focus on building immersive, interactive mobile VR applications for Daydream-ready phones and headsets while supporting integrated scanline racing and interactions using the innovative Daydream controller.

With this release, significant improvements to UE4’s native integration have been implemented that will help developers build better production-quality Daydream apps. The latest version introduces Daydream controller support in the editor, a neck model, new rendering optimizations, and much more - many features of which will be rolled directly into Unreal Engine 4.13.1 with the rest being availablenow through GitHub and rolling into 4.14.

Interested in accessing Google Daydream SDK 1.0? UE4 developers can do so right now by downloading the source here. We can’t wait to see what types of content the Unreal Engine community dreams up!


As mentioned in the Unreal Engine announcement, Google also released the 1.0 version of their new GoogleVR SDK.

GameDev News , ,

26. September 2016


Cocos Creator just released version 1.2.2.  Cocos Creator is a HTML5 based game engine and editor built over top of the Cocos2d-x game engine.  I did a hands on video with Cocos Creator available here if you want to learn more.


Primarily a fixed release, here are the details from the release notes:


  • [Engine] Refactored index.html page for Web build, improve page initialization speed massively.
  • [Engine] Add API cc.view.enableAntiAlias(false) to disable bilinear image smoothing for pixel-art graphics.
  • [Engine] Support cc.view.enableAntiAlias(false) API in native platform.
  • [Engine] Fixed pop-up keyboard on some tablet device with wider screen will cause screen orientation to change issue.
  • [Engine] Fixed register events to a deactivated node in start method will make the node respond to event on native platform issue.
  • [Engine] Fixed register events to a deactivated node, the event will not work after node is activated issue.
  • [Engine] Fixed some registered node event will not work when Web window lost and regain focus.
  • [Engine] Fixed when loading TTF assets, the loaded callback may not fire at the correct moment issue.
  • [Engine] Fixed using deprecated API on mobile browser will report error directly issue.
  • [Action] Fixed tintTo and tintBy not working properly on native platform issue.
  • [Action] Fixed using cc.targetedAction will report error issue.
  • [Prefab] Add synchronized Prefab option, user can select whether a prefab should sync changes to all instances in scene.
  • [Animation] Fixed the red needle in timeline may break issue.
  • [Animation] Fixed when dragging node in scene to edit position keyframe may not work issue.
  • [Animation] Fixed undo node deleting operation may cause updateAnimatingInEditMode to report error issue.
  • [Console] Added ignore case switch to determine whether filter is case-sensitive.
  • [SDK] Fixed inserting AnySDK runtime library to Web build may not work issue.
  • [Label+Widget] Fixed setting Label's Overflow to SHRINK and leave string empty, turning on one dimension align for Widget will crash on native platform issue.
  • [Particle] Fixed when texture set to null will crash on native platform issue.
  • [Tilemap] Fixed deleting node with Tiledmap and undo will make the node not visible issue.
  • [Graphics] Fixed Helper module not found in case-sensitive OS issue.
  • [EditBox] Fixed resize node has wrong effect issue on mac platform issue.
  • [Button] mouseover event will not be registered if button's hover sprite is null.
  • [ScrollView] Fixed save scene will cause ScrollView's content node get random position issue.
  • [ScrollView] Fixed disabled Scrollview component can still respond to touch event issue.
  • [ScrollView] Added TOUCH_UP event callback.

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Registering for an Apple Developer ID.
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20. February 2014

This is one of those things I’ve put off forever but I am finally getting to the point I have to do it.  It’s time to sign up for an iOS developer license.  Without one ( and paying 99$ a year ) you cannot deploy your code to Apple devices.  The Simulator gets you most of the way there but eventually you need to run on an actual device.


I am going to document the process in case it’s helpful for anyone in the future.  If this ends up being obscenely straight forward, I apologize for the dull as toast post. :)


Head to

Click Member Center




Either log in or register.  Registration is free at this point.



Click on Programs & Add-ons




Locate iOS Developer Program and select Join Today



In an exercise in redundant redundancy, now click Enroll Now.



Just in case you haven’t gotten sick of superfluous button clicking, now click Continue.



… ok, this is nowhere near as streamlined as it should be.  Anyways pick if you want to use an existing developer id, or create a new one, even though I imagine 99.99% of people will use existing.




Are you a business or individual?  Individual makes things a heck of a lot easier… you simply need a credit card.  Fill in the credit card details and click continue.



Are you feeling deja-vu?  I certainly am.  Anyway, select iOS Developer Program, then Continue.



Review the details you’ve given and select Continue.



Select Buy Now:





… and, log in again.  Yeah really.  Isn’t Apple the one thats supposed to be all about usability???  Granted, you are logging in to the App Store, so perhaps its a different account for you.



… and now, you need to enter your billing information… AGAIN.  This time with credit card details.  This is getting kind of stupid, as there was a completely redundant few steps earlier it appears.  Once you’ve confirmed or entered your payment details, it’s time to pay the piper.



The department of redundancy comes knocking again.  Apple seriously, don’t see a few opportunities for optimization in this process here?  None at all.



… and assuming your credit is ok...




… now what?

Now you wait apparently.  Unbelievably, this isn’t a completely automated process.  You simply get an email saying your order is being processed.  That’s rather anti-climactic, especially for the “I WANT IT NOW” crowd.


So, about 45 minutes, the following email arrives:



… that said, don’t expect things to be all good just yet.  Log in to Member Center go to Programs and Add-ons and...




Sigh, not quite there yet.  Lame.  A few hours later, still nothing.  I’ll edit in once it is actually ready to go.


EDIT: 4 hours after application the account is now active.  Now if you log in to, you will see an option for certificates.



You need a certificate to run on device.  The easiest way to request a certificate is directly in Xcode, but you can manually request a certificate here as well.

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