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13. May 2016

 

Version 2.0.3 of Godot Engine was just released.  Godot is an open source 2D/3D cross platform game engine I have extensively covered in tutorials available here.  Two of the biggest new features are from the way Godot is built.  Starting with this release OSX 64bit binaries are available.  Meanwhile on Windows, Visual Studio is now being used to compile Godot, replacing MingW, would should result in a pretty solid increase in performance.  If you run into incompatibilities, please be sure to let the team know.  In addition to these changes, OpenSSL was re-enabled in this release, after some prior security concerns.  There are of course several bug fixes and enhancements in this release.

 

The following features and changes were added in this release:

Enhancements:

  • Many new classes documented! Thanks to all those that got involved after our call for contributors! Feel free to join us as there's still a lot to do, but the progress is heart-warming!
  • Ability to shrink all images x2 on load
  • Add preview of the Camera2D's screen boundaries
  • Allow dragging on only one (global) axis when holding down shift
  • More precise InputMap Axis descriptions in project settings
  • Move export GUI debug toggle to export settings window
  • New Dictionary.has_all(Array)
  • Script editor usability improvements:
    • Autocomplete no longer shows duplicates
    • Fixed code completion after opening bracket
    • Options to change the caret color and toggle blinking
    • Option to trim trailing white space on save
  • Subclasses can extend from other subclasses via relative paths
  • Update to Godot's regex library
  • Update OpenSSL to version 1.0.2h

Bug fixes:

  • AnimationPlayer: Prevent resetting timeline when pinned
  • Fix behavior of OS.set_window_resizable
  • Fix Camera2D ignoring zoom when checking limits
  • Fix checking unsaved changes only in current scene
  • Fix launching from .app on OSX
  • Fix 'Quit to Project Manager' not stopping the running application
  • Fix shader editor syntax coloring
  • Fix to avoid video texture scaling
  • GridMap: Fix backwards rotate hotkeys
  • Keep editable instances data when replacing tree root node
  • Made trackpad behaviour optional in 3D mode
  • Reimplement key input events in Emscripten export
  • Rotation APIs: Better exposure for degrees methods
  • Tabs: various usability fixes

You can read the full release notes in the change log here.

GameDev News

13. May 2016

 

One of the challenges with prototyping games is finding assets to work with.  Simple boxes are fine, but if you are working on a game with animations this proves a bit more challenging.  Therefore I created a simple sequence of spritesheets you can use in your game.   The package includes an idle, walk cycle, jump up and forward, death and duck animations.  This animation shows all of the various frames of animation.  The character was created using Fuse then animated using Mixamo and finally exported to sprite sheets using TexturePacker.

gifanimation

 

There are several different options here. 

 

Raw Sprites

( Download Link 18MB )

These are all of the raw sprites as individual files, each sprite is 512x512 pixels in size.

 

Phaser Sprite Sheets

( Download Link 13MB )

This is a set of sprite atlases and a JSON Array format for consuming in the Phaser game engine.  (See below for code)

 

Generic Sprite Sheets

( Download Link 14MB )

This is simply all of the frames of animation across several separate images, usable in any game engine.

 

License

CC0 icon These files are released under the Creative Commons CC0 license.  Basically do what you will, how you will, when you will, with whomever you will.  I on the other hand assume no responsibility for anything that may happen as a result.

 

Using In Code

The following is a example of using the generated spritesheet in Phaser, a popular HTML5 game library.  The entire project is available here as a zip.  If you are interested in learning more about Phaser I have a complete tutorial series available here.

function Game() {}

var character;

Game.prototype.preload = function () {
    this.game.load.atlas('walkSS','assets/walk.png','assets/walk.json', Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
    this.game.load.atlas('dieSS','assets/die.png','assets/die.json', Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
    this.game.load.atlas('idleSS','assets/idle.png','assets/idle.json', Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
    this.game.load.atlas('jumpForwardSS','assets/jumpForward.png','assets/jumpForward.json', Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
    this.game.load.atlas('jumpUpSS','assets/jumpUp.png','assets/jumpUp.json', Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
    this.game.load.atlas('rollSS','assets/roll.png','assets/roll.json', Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
};

Game.prototype.create = function () {
  this.input.onDown.add(this.onInputDown, this);
    character = this.game.add.sprite(0,0,'idleSS',0);
    character.animations.add("idle");
    character.animations.play("idle",30,true);
};

Game.prototype.update = function () {};

Game.prototype.onInputDown = function () {
};

module.exports = Game;

 

All of the binaries used to generate this project, including the FBX animations, a fully configured Blend file, etc. are available for download by Patreon backers.  Simply log in to your Patreon account for the download link and password.

Art

13. May 2016

 

Amazon just added Substance Integration to their Lumberyard game engine in the form of an extension.  Lumberyard is Amazon’s fork of CryEngine released several months ago.  You can see Lumberyard in action in this video.  Substance is a pair of products from Allegrothimic composed of Substance Designer and Substance Painter.  They enable you to recreate real world materials for physically based rendering (PBR) and is proving extremely popular among texture artists.  Substance Painter was featured in our GameDev Toolbox series earlier if you want more details.

 

Amazon announced the new extension on their blog:

To enable the Lumberyard Substance Editor tool, go to your Project Settings inside the Project Configurator and select “Enable Packages” on the top right. This will let you enable the Substance extension for your project.

Working with .sbsar files within the Lumberyard Substance Editor grants many advantages over standard workflows. Ceramic tile textures, for example, could have sliders for adjusting the size of tiles, how they’re arranged together, and how they’re lined up. In the editor, you can make changes to these variables and see the results update in real time. To do this, use the editor to import your .sbsar file, which will then generate a .smtl (our file format for Lumberyard Substance materials) and .sub files (Substance textures). When selecting your .sbsar file, you’ll see your Substance file’s exposed settings as well as all the textures that can be generated from it.

From the Lumberyard Substance Editor, you can also change parameters at run-time using Lumberyard’s Flow Graph. As you configure a texture applied to an object in your game world, Lumberyard will show you real-time previews of the end result, both from the editor window and on the actual object. Substance works within Lumberyard as a project extension, which includes the ability to use the Substance API, the Lumberyard Substance Editor plugin, and Flow Graph nodes.

GameDev News

12. May 2016

 

Epic have just released another update on Unreal Engine, this time it’s UE 4.12 Preview 3.  Note once again, this is a preview release, so you should expect bugs and shouldn’t use it for production code.  There be dragons!   The single biggest new feature of this preview is the addition of experimental Vulkan support.  Of course this release also has loads of bug fixes including:

Fixed! UE-30343 Project fails to compile after adding child class of AIController (C++)
Fixed! UE-30120 Investigate Crash during Garbage Collection in travel mode with InitProperties() optimization
Fixed! UE-29351 Crash attempting to PIE in QAGame after deleting BP_QAPawn
Fixed! UE-30062 (Regression) BP editor - SCS component tree display is not updated after Undo/Redo of component attachment.
Fixed! UE-30253 Cubes do not react to projectiles in Nativized First Person Code Template
Fixed! UE-30196 Unable to package a copy of project with Nativize Blueprints enabled
Fixed! UE-30235 Mac QAGame fails to package with nativization
Fixed! UE-29888 Hot Reloading an up to date project in Xcode causes the build to fail
Fixed! UE-30150 Crash undoing the selection of an actor while in Mesh Paint mode.
Fixed! UE-28172 Opening asset editor with Ctrl down (including hotkey use) causes editor to act like ctrl still pressed
Fixed! UE-30309 Tabbing to a new row in the details panel selects the blank space to the left of the section
Fixed! UE-30201 Open a copy of a project, results in illegal characters and incorrect filepath warnings when packaging
Fixed! UE-29345 Crash occurs exiting the editor after enabling mesh paint mode and PIEing
Fixed! UE-30218 Build Step Async Step Infinite Loop
Fixed! UE-30318 Crash on mesh reimport after converting brushes to static mesh
Fixed! UE-27087 Crash when pasting MaterialFunctionCall expressions into the material editor between projects
Fixed! UE-30186 SplineComponent has issues shipping
Fixed! UE-30332 "show collision" console command does not render the collision capsule on character
Fixed! UE-30093 Animations created from recorded gameplay are in default pose
Fixed! UE-30039 Crash when removing cloth apb's assigned to asset
Fixed! UE-30100 Destructible meshes can render incorrectly during PiE with Accurate velocities from Vertex Deformation enabled
Fixed! UE-25634 Crash undoing when using component whitelist
Fixed! UE-30142 Landscape3 in ContentExamples Landscape crashes when using erosion tool
Fixed! UE-30400 Sun Temple Fails to launch on PowerVR SGX540 Tablets
Fixed! UE-29569 bReceiveCSMFromDynamicObjects needs a better name, tooltip and to be in a Mobile section
Fixed! UE-29807 Major corruption in ProtoStar in Vulkan PC with VULKAN_ENABLE_PIPELINE_CACHE=1
Fixed! UE-29557 iOS - Packaged Windows BP Template Crashes on Metal Devices
Fixed! UE-30047 Materials that use 5 unique textures do not compile for ES2
Fixed! UE-30331 CompressFileToWorkingBuffer may fail due to block size overhead
Fixed! UE-30258 Packaging for HTML5 in DebugGame fails BuildSettings not cached
Fixed! UE-26057 4.12 regression: UE4Editor-PS4Tracker.dll is always out of date
Fixed! UE-30381 Fatal error in GarbageCollection.cpp file when launching ShooterGame on Xbox One.
Fixed! UE-26495 Crash opening editor on Linux
Fixed! UE-30325 Ads not appearing on full Shipping Distribution Android package of Match3
Fixed! UE-30402 Error in Vulkan.Build.cs check in
Fixed! UE-30401 Add fallback to third party Windows Vulkan SDK for Android if other options not available
Fixed! UE-28862 Xbox One: Cant type in console command
Fixed! UE-30383 Disable MRT on A7 devices for GPU particles
Fixed! UE-30297 iOS from Mac Quick Launch fails at cook on the fly
Fixed! UE-30340 Fix num instances not getting reset after draw indirect calls on PS4
Fixed! UE-30130 [CrashReport] Vulkan Preview Crashes When Running Vulkan Preview PIE
Fixed! UE-30151 Vulkan UI should be gated by Experimental
Fixed! UE-30231 Engine crashes on Android device after being paused for a while
Fixed! UE-30271 Fix bsd_signal linking error for NDK11 and android-21
Fixed! UE-29263 Flying Pawn renders incorrectly while flying on XboxOne
Fixed! UE-30230 Textures aren't getting initialized correctly on PS4
Fixed! UE-30222 Remove glMapBufferOES and glUnmapBufferOES link warnings for Android builds
Fixed! UE-30277 GitHub 2354 : Fix for Git Source Control not working anymore in 4.12, master
Fixed! UE-30190 Adjusting Default Light Settings for Atmospheric Fog causes Crash
Fixed! UE-29150 UT EDITOR: CRASH: Crash occurs when launching Editor on MAC
Fixed! UE-30121 Experimental GPU defragging is enabled by default for PS4
Fixed! UE-29234 Crash when building lighting on Mac with M_EyeRefractive in the scene
Fixed! UE-30208 Ensure taking high resolution screenshot
Fixed! UE-30223 Skylight reflections not rendering correctly on translucent materials
Fixed! UE-30354 CrossCompilerTool does not compile
Fixed! UE-29824 Texture group LOD Bias might be applied several time
Fixed! UE-30115 Indirect Lighting Transition is delayed one frame.
Fixed! UE-29454 M_Water_Drops_Master material failing to compile
Fixed! UE-30112 Standalone Game presents with black bar
Fixed! UE-30266 In Elemental, the lava drip has parts that appear to be cut off
Fixed! UE-30304 In Vehicle Game, the buggy hits collision at the start of the track
Fixed! UE-30246 Content Examples Material_Nodes lighting needs to be rebuilt
Fixed! UE-30386 Dragging Shot_002 down a row causes the shot not to spawn in MasterSequence
Fixed! UE-30367 Crash Auto Saving after using material track
Fixed! UE-30360 Crash converting to spawnable when object is missing
Fixed! UE-30344 Master sequence settings have no bounds
Fixed! UE-29321 Adding a material track sets material to MaterialInstanceDynamic_#
Fixed! UE-30404 Modifications to Android OnCreate delegates
Fixed! UE-29264 Get Screen Percentage does not return values in –game

 

As always this release is available from the game launcher.

GameDev News

12. May 2016

 

Cocos2d-x is a popular, cross platform C++ based game engine.  If you are interested in learning more about Cocos2d-x, I have done a complete tutorial series here.  Cocos2d-x just released a new version, 3.11.

 

This release is primarily bug fixes and API maintenance, consisting of:


* upgrade Chipmunk to v7.0.1.
* use new memory model in JSB, don't have to invoke retain/release in JavaScript. It is disabled by default.
* upgrade Curl to v7.48.
* upgrade OpenSSL to 1.0.2g.
* use VSCode and new Firefox to debug Cocos2d-x JSB programs.
* new WebGL Renderer: activate WebGL on Android by default, Sprite auto-batching and a shared rendering buffer for Sprites

 

Cocos2d-x is available for download here.

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Unity Release Patch 5.3.4p3
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13. April 2016

 

Another week another Unity patch.  This one is almost entirely fixes unless of course you find Windows store IL2CPP backend changes or updates to the installer EULA as exciting new fixes.  Not mocking of course, new fixes are always welcome.  Well unless of course they break more than they fix I suppose.

Here are the details of today’s patch.

Improvements
  • Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
Changes
  • Installer: updated EULA.
Fixes
  • (747898) - Android: Fix for EGL_BAD_NATIVE_WINDOW error on resume.
  • (777167) - Android: Fix for syncing to low framerate with vsync off.
  • (784942) - Animation: Fixed a crash related to exposed skeleton.
  • (none) - Documentation: Added missing 'OnJointBreak2D' callback documentation.
  • (730245) - Editor: If a read only file or folder is duplicated, the read only status is no longer duplicated.
  • (769613) - Editor: Fixed an issue where unloaded scenes were removed from hierarchy after exiting playmode.
  • (none) - Editor: Fixed Target Support module download URLs in Build Settings.
  • (663994) - Editor: Files with invalid names can no longer be dragged into a project.
  • (653592) - Global Illumination: Changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • (none) - Global Illumination: Fixed a Reflection Probe baking issue when multiple scenes are used in a project.
  • (774638) - Graphics: Fixed a glitch in crunched compressed non-alpha texture after using sprite packer.
  • (782653) - IL2CPP: Properly handle type casts and check for value type arrays when they are casted to generic collection interfaces.
  • (none) - iOS: Apple Pencil pressure will now be exposed the same way 3D Touch pressure already is.
  • (775710) - iOS: Switching between different input fields will not leave input accessory fields on screen.
  • (764054) - iOS: TouchInputModule and StandaloneInputModule will now handle all touch phases preventing unwanted module switches.
  • (none) - Linux: Don't query displays when running in nographics mode.
  • (764054) - OSX editor: Application.version now returns the application's version. It no longer returns Application.unityVersion.
  • (740604) - UI: Fixed object culling when unparenting from a mask type.
  • (none) - UI: Fixed setting Input Field text when in Decimal/Integer with invalid values.
  • (776918) - Windows Standalone: P/Invoke will work correctly with native libraries which reference other native libraries, if those libraries are located in the same directory.
  • (775344) - Windows Store: Disable Generate C# option when scripting backend is set to il2cpp.
  • (none) - Windows Store: Files located in Assets\Resources won't end up in generated Assembly-CSharp-firstpass project, but will be correctly placed in Assembly-CSharp project.
  • (762780) - Windows Store: Fixed generics related AssemblyConverter failure and give better error messages.
  • (770092) - Windows Store: Fixed incorrect orientation of extended splash screen on Windows Phone 8.1.
  • (781907) - Windows Store: Fixed stacktraces on IL2CPP scripting backend.
  • (none) - Windows Store: Fixed $(OutDir) and $(IntDir) paths for generated IL2CPP Visual Studio solutions which prevented appx bundles to build correctly.
  • (754102) - Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead.
  • (none) - Windows Store: Having many generic types in the project no longer makes .NET Native compiler run out of memory.
  • (777878) - Windows Store: RuntimeInitializeOnLoadMethod will work correctly.
  • (773877) - Windows Store: Screen.SetResolution will correctly work on Windows Phone 10.
  • (none) - WindowsDownloadAssistant: Fixed setting VisualStudio 2015 as Unity script editor.
  • (732955) - WindowsDownloadAssistant: Fixed the bug which was freezing installation UI during bad network connection.
  • (784975) - WSA: EventType.ScrollWheel is now properly detected.

The patch can be downloaded here.

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