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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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This Week In GameDev–July 11th/2016
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11. July 2016


The following is a recap of major events in the world of game development for the week ending July 11th, 2016.  I do a weekly video recapping the news available here with this week’s video embedded below.  This post is a collection of links mentioned in the recap.


The Video

GameDev News

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