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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.

GameDev News

1. November 2016


More Unity news out of Unity 2016, the new Unity collaborative service named appropriately enough Unity Collaborate is now in open beta.



Essentially it’s a cloud based development environment akin to Github or SourceForge for small teams of Unity developers.  To use Collaborate you need Unity 5.5 or higher, a Unity id and of course a decent internet connection.  The amount of space available depends on your Unity subscription level, with the following storage available per tier:



The ability to buy additional storage in 25GB blocks for $5 a month is listed as coming soon.  Currently Personal edition is limited to teams of up to 5 members per project, while the other tiers are limited to teams of up to 15 members.


More details of Unity Collaborate are available here.

GameDev News

1. November 2016


Open to Unity developers that have published an existing game with over 10,000 downloads on the Google Play Store, Apple App Store or on Steam, this newly announced contest comes with a grand prize of up to $100,000 in advertising for your game.  Additionally the first 25 applications that qualify with receive $5,000USD in a cash reward.  So, what’s the catch?  You have to create your game for the UWPunitycontest (Universal Windows Platform) platform and publish it to the Windows Store.  The contest runs from Nov 1st to Feb 28th with winners announced on May 15th, 2017.


From the announcement on the Unity Forums:

This challenge is open to developers who have Unity game apps in either the Steam Store, Good Play Store[sic] or Apple’s App Store.
Bringing your game to the Universal Windows Platform and publishing to Windows Store connects your game to an audience of over 400 million devices!

First 25 developers to submit to Step 2 will win $5,000 Cash Prize

Create immediate success for your game on the Windows Store!

  • 1st prize $100,000 Ad spend APP INSTALL CAMPAIGN
  • 2nd prize $50,000 Ad spend APP INSTALL CAMPAIGN
  • 3rd Prize $25,000 Ad spend APP INSTALL CAMPAIGN

  • 10 Honorable mentions with be awarded one year Unity Pro subscription Licenses.

Entry Period: Nov 1st, 2016 – Feb 28th, 2017
Performance Period: March 1st – April 30th, 2017
Winners Announced: On or around May 15th, 2017
For more info, click here.


So what exactly does “Ad spend APP INSTALL CAMPAIGN” mean?  You’re guess is as good as mine!  Neither the Unity forum, nor the official contest page have any details as of yet, which seems a rather large oversight!  The devil as always is in the details, and that is a detail we are currently missing.


From the Terms & Conditions, some clarification on the prizes:

First Grand Prize: US$100,000 in credit to spend on app install ads at an advertising agency to be determined by Microsoft.

So basically it’s a $100,000 advertising budget by somewhere Microsoft determines.  I would guess it’s either going to be Microsoft’s own advertising networks (Windows Store or Bing) or perhaps Unity Ads.

GameDev News

1. November 2016


The Godot Game Engine has seen a slew of recent updates and is heavily under development in anticipation of Godot 3.0.  In the recent 2.1 update the Asset Library functionality was added (click here for details of the Godot 2.1 release), which is the Godot equivalent of the Unity or Unreal Engine asset stores.  Yesterday they announced the beta release of the web front end for browsing assets in the asset library using your web browser.



The announcement also documents the process of submitting your own asset to the library.


Another recent announcement from the Godot team was an update on the renderer changes for Godot 3.0.  The process is split across 3 milestones, and milestone 1 has just been reached, including:

Done for Milestone #1 (October 2016):
  • Make Godot compile against GLES 3.
  • Refactor the Image class to include modern data types.
  • Refactor the texture API to include more modern texture compression formats.
  • Refactor the rendering API to make it easier to understand (and contribute to!).
  • Write a more flexible, GLES 3 GLSL compatible shader language.
  • Write a more efficient Mesh format, which allows faster loading/saving.
  • Optimize scene rendering to use less function calls.
  • Make rendering always happen in Linear colorspace.
  • Investigate Physically Based Rendering (PBR), using GGX and alternatives.
  • Investigate cubemap filtering.
  • Create a new FixedMaterial that reflects PBR capabilities.
  • Implement PBR.
  • Convert gizmos to use the new FixedMaterial.
  • Add Lighting using PBR.
  • Investigate a ShadowAtlas allocation strategy.


Already there are some pretty powerful features in there and there are two more milestones to go.  There is a full description of the other milestones in the blog post as well as complete descriptions (and justifications) for the tasks completed in milestone one.


I have to say, the Godot engine is improving at a shockingly awesome rate these days.  If you are new to Godot, do be sure to jump into the GameFromScratch tutorial series.

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