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14. April 2016

 

Today (yesterday technically) saw the release of Gideros 2016.4.  Gideros is a now open source, Lua powered mobile game engine with a full editing environment.  This new release is rather large but one new feature stands out above the rest, HTML5 support.   You can now export your game for the web and see full 60fps full screen performance.  No code changes are required, simply export your game in HTML, double click the generated HTML file and you are off to the races.

 

There were several other changes and fixes in this release, including:

New keyboard event: EVENT.KEY_CHAR is now triggered on some platforms (QT, HTML5, WinRT) to allow grabbing textual representation of text typed on a physical keyboard.

  • Completely rethought the export system: introduce direct APK export (for Android) and app icon generation from a single visual (on some exports, work in progress)
  • Viewport object (inherits from Sprite): displaying same sprite hierarchy in multiple places, eg for split-screen games.
  • Cryptography: MD5 hash and AES128 encryption primitives
  • Lightweight Win32 Windows desktop export now promoted to beta. Now exports two executables one with a debugging console and one without. Largely feature complete but still lacks UrlLoader.

Additions:

  • Path2D texture support
  • gdrdaemon: Handle player discovery

Fixes:

  • Path2D bounds computation
  • Gideros Studio: Handle player loss (as opposed to discovery)
  • LiquidFun issues
  • Windows Store apps: fixed scaling issue on low resolution Windows 10 devices

You can read the full release here while Gideros itself is available here.

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