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23. March 2016

 

Construct, a popular codeless HTML5 game engine, just released a new beta update.  The major new features are the ability to schedule audio playback web view improvements.

 

Complete changes from the changelog:

Changelog

Add Audio: 'Schedule next play' action for sample-accurate playback timing

Add New example: Audio scheduling

Add New example: Multiple colored shadow-casting lights

Add Video: now supported in WKWebView. This is achieved by using a local HTTP server (cordova-plugin-httpd) solely to serve video files.

Change IAP: rewritten support for Cordova on iOS using the updated cc.fovea.cordova.purchase plugin

Change Cordova export: replace references to org.apache.cordova.media and org.crosswalk.engine with the newer IDs cordova-plugin-media and cordova-plugin-crosswalk-webview, allowing both to use the latest versions. Note however for Crosswalk builds to work on PhoneGap Build you will need to specify the version by adding to config.xml, until they make CLI 6+ the default.

Change Audio: in Cordova on iOS in WKWebView mode, no longer waits for a touch before starting music.

Change Audio: rudimentary memory management for music in WKWebView mode. Should now only keep one decompressed music track in memory at a time, preventing high memory usage in large projects.

Change Cordova export: updates to the new Intel XDK project format

Change NW.js: work around a bug that could leave ghost processes behind in apps that were upgraded from NW.js 0.12

Change Events: adding an effect can now bring back actions that disappeared after "replace object" because an effect was missing

Bug Fix Tilemap plugin: did not properly clear remaining tiles after loading a tilemap from JSON

Bug Fix Tilemap editor: should no longer change editing tilemap when pressing undo

Bug Fix Pathfinding behavior: did not always correctly update the obstacle map when changing layouts

GameDev News


23. March 2016

 

The popular semiconductor company ARM, just released the OpenGL ES 3.0 Developer Guide.  It’s available as a free PDF download at this location.  It’s a short read at just 75 pages.

Here is a quick look at the books about/audience/table of contents:

About this book

image

This book introduces a number of features from OpenGL ES 3.x and the Android Extension Pack, that
you can use with a Mali™ GPU.

Intended audience


This book is for software developers who want to create OpenGL ES content for devices with Mali™
GPUs.

Table Of Contents


Using this book
This book is organized into the following chapters:
Chapter 1 Introduction
This chapter introduces the ARM Mali GPU OpenGL ES 3.x Developer Guide.
Chapter 2 Pixel Local Storage
This chapter describes Pixel Local Storage (PLS).
Chapter 3 ASTC texture compression
This chapter describes Adaptive Scalable Texture Compression (ASTC).
Chapter 4 Compute shaders
This chapter describes compute shaders.
Chapter 5 Geometry shaders
This chapter describes geometry shaders and how they can be used.
Chapter 6 Tessellation
This chapter describes the use of tessellation and some optimization techniques.
Appendix A Android Extension Pack
Android Extension Pack enhances OpenGL ES 3.1 gaming with a number of extensions.

GameDev News


22. March 2016

 

A week ago CryEngine V was launched and I have been intending to check it out but I couldn’t.  Put simply, the login servers just didn’t work.  Some people managed to get in eventually, but if you tried to login in while the servers were broken it damaged that login and it would never work.  I just received the following email:

 

Hi YOU!

Due to last week's server issues some users have yet to receive their confirmation email, and are still unable to login.

Our team solved the problem, but we need affected users to register again. If you haven't received an activation email or your log in doesn't work, we kindly ask you to register again. You can use the same registration email as before.

If you still have any issues after doing so, please contact us.

We are very sorry for the inconvenience caused, and thank you for your understanding.

Thanks,
CRYENGINE Support

 

Signing up for a new account finally got me in.  That said , it seems my desired username is now taken as a result.  Considering my last major experience with CryEngine was when they leaked all their developers information several years back, I will say I’m not exactly thrilled with their server side support...

 

If you’ve been waiting to try CryEngine, try it again.  I personally managed to create an account this time at least.

 

EDIT: Nevermind... spoke to soon

image

 

Seriously CryEngine, this is beyond pathetic at this point.

EDIT2:  The CryEngine Login Failed. Server not reachable error seems to be linked to authorizing your account.  For some reason when I went back to the confirmation email and authorized a second time it started working.

GameDev News


22. March 2016

 

This page is in support for the video tutorial on using Sprites/Images in Love as part of the GameDev For Complete Beginners tutorial series.  It contains the code and images used in the tutorial.  There is also a copy of the tutorial embedded below.

 

Images

The graphics are from this pack of images, made transparent using this process.

ALC-17AttackChoppers

 

Simply right click and save to your project directory.

 

Source Code

Drawing an Image

local imageFile

function love.load()
    imageFile = love.graphics.newImage("ALC-17.PNG")
end

function love.draw()
    love.graphics.draw(imageFile)
end

 

Using a Spritesheet

local imageFile
local frames = {}

local activeFrame
local currentFrame = 1
function love.load()
    imageFile = love.graphics.newImage("AttackChoppers.PNG")
    frames[1] = love.graphics.newQuad(0,0,128,64,imageFile:getDimensions())
    frames[2] = love.graphics.newQuad(128,0,128,64,imageFile:getDimensions())
    frames[3] = love.graphics.newQuad(0,64,128,64,imageFile:getDimensions())
    frames[4] = love.graphics.newQuad(128,64,128,64,imageFile:getDimensions())
    activeFrame = frames[currentFrame]
    print(select(4,activeFrame:getViewport())/2)
end

function love.draw()
    --love.graphics.draw(imageFile,activeFrame)
--[[    love.graphics.draw(imageFile,activeFrame,
        love.graphics.getWidth()/2 - (select(3,activeFrame:getViewport())/2) * 2,
        love.graphics.getHeight()/2 - (select(4,activeFrame:getViewport())/2) * 2,

            0,
            2,
            2)
]]--
    -- draw image 4x size centered
    love.graphics.draw(imageFile,activeFrame,
        love.graphics.getWidth()/2 - ({activeFrame:getViewport()})[3]/2 * 4,
        love.graphics.getHeight()/2 - ({activeFrame:getViewport()})[4]/2 * 4,
        0,
        4,
        4)
end

local elapsedTime = 0
function love.update(dt)
    elapsedTime = elapsedTime + dt

    if(elapsedTime > 1) then
        if(currentFrame < 4) then
            currentFrame = currentFrame + 1
        else
        currentFrame = 1
        end
        activeFrame = frames[currentFrame]
        elapsedTime = 0
        end
end

 

 

The Video

Programming


21. March 2016

 

Blender 2.77 is finally out, you can download it here.  Taking a bit longer than previous releases, this version brings a number of new features, including:

  • Cycles rendering improvements including GPU support for Smoke/Fire, Subsurface Scattering and more
  • Massive Grease Pencil improvements (including 2D animation)
  • OpenVDB caching for large simulation datasets
  • UI improvements
  • Improved painting and sculpting tools
  • Edit mode booleans
  • UVMap on creation of primitives
  • And much much more

 

When Blender 2.77RC2 was released, I put together a video highlighting major new features of this release.  You can view it here or embedded below.

Art GameDev News


AppGameKit Studio

See More Tutorials on DevGa.me!

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