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23. June 2017

Corona is a popular 2D cross platform Lua based game engine.  It was previously available in two editions, the free version and the enterprise version.  As of yesterday, this is no longer the case.  Going forward the Enterprise version is now simply called Corona and is completely free.

From the email I received:

June 22, 2017

Oh, and we are changing our product name: it's now Corona!

Starting with daily build 2017.3100, you will find that we’re offering a single product named Corona. This is a combined product which includes our traditional Simulator-based product and our native-based product in a single download.

Perhaps more importantly, we have removed all revenue sharing requirements and revenue limits associated with Corona Native. You can build your own plugins if you wish, or you can continue to use our fantastic suite of ready-to-go plugins, saving you critical time in your development process.

That brings us to the Corona-branded splash screen. While Enterprise subscribers were formerly able to build apps without the splash screen, all developers must now purchase/own the Splash Screen Control plugin to customize or disable it. However, to ease in the transition, we are granting existing Enterprise customers a 1-year license to the plugin.

Finally, we are introducing new support plans. If you're an existing Enterprise “Small Business” subscriber, you will receive one year of our Priority support subscription, while Enterprise “Unlimited” subscribers will receive one year of our Priority Plus support.

Please take a moment and read our announcement about the changes, and join us in the forums to discuss these wonderful changes. Free is awesome!

At this point you may be wondering how they will make money if they no longer sell a product? They actually cover that fact in their announcement:

Q. How does Corona Labs make money under the free model?

A. First and foremost, we want to emphasize the value in using our current ready-to-go monetization plugins. Between paid advertising plugins, revenue-share-based plugins, and free monetization plugins where we have a partnership with the provider, we encourage you to build apps that use advertising as a component of your income strategy. The more successful your app is, the more successful we will be.

The Corona Marketplace is also an area we want to see grow. We encourage you to begin there and browse for any art/audio assets you may need, as well as game templates which can be used to kick-start your own projects. We also want to encourage our developers to become content providers for the marketplace! If you have a game template that others can use as a framework — even if it’s a simple one — please submit it and create a new income stream for yourself as a Marketplace provider.

Another exciting development is that we are ramping up our publishing support. We are now working in cooperation with large, experienced publishers to make sure you have the best success possible. With our publishing services, you’ll gain access to pre-release services, cross-promotion, user acquisition, in-game analytics, App Store Optimization (ASO), and more.

What about people that already paid for Corona Enterprise?  Well, sorry to say, but you are out of luck.

GameDev News

22. June 2017

YoyoGames have announced two new versions of their popular GameMaker game engine, console and ultimate.  Console is a license that enables you to target PS4 or XBox One development, while Ultimate is an all in one license for all of their supported platforms.

From the press release:

DUNDEE, SCOTLAND – JUNE 20, 2017 – YoYo Games is expanding the ways in which professional developers can get their hands on one of Wizard_Image_Editor_Screenshotthe world’s leading 2D game engines, GameMaker Studio 2. The engine is now available as a console-only license and an all-in-one Ultimate license. Both the Console and Ultimate versions require users to be officially registered developers on all platforms for which they wish to use GameMaker Studio 2.


Developers also now have the option to purchase a console-only license, which includes:

  • A straightforward way to access powerful development tools for either PlayStation 4 or Xbox One;
  • Provides the exact same game-engine functionality as the Ultimate version;
  • Can be purchased for $799.99 per seat for a one-year license.


Videogame developers looking for a one-stop-shop route can now purchase the GameMaker Studio 2 Ultimate license, which allows:

  • Cross-platform development for all supported platforms, including PlayStation 4, Xbox One, Windows, Mac OS, iOS, Android and more;
  • Admittance to all of GameMaker Studio 2’s well-regarded support platforms and communities;
  • Can be purchased for $1,500 per seat for a one-year license.

In addition to the two new licensing options, GameMaker also released version 2.07 with the following new features:

  • New image editor tools such as Blur and Reverse Frames;
  • Rewrite of the engine’s start page for a better experience;
  • HTML5 updates and bug fixes.

The full changelog of the 2.07 release is available here.

GameDev News

21. June 2017

Three.js, the popular open source 3D JavaScript framework, just released version r86.  If you want to learn more about Three.js, we have a two part series available here and here.  This release contains several changes and fixes, as well as adding 3ds support to the editor, documentation improvements, new examples and more.  The changes to the core from the release notes:


GameDev News

19. June 2017

Esoteric Software just released version 3.6 of their 2D boned based animation software Spine 3.6.  Spine enables you to animate 2D sprites in a manner very similar to that used in 3D packaged, then easily use those animations in various game engines with the provided runtimes.  The 3.6 release brings a number of new features, including:

  • in application preview with several runtime controls3.6-clipping
  • clipping (see image to right)
  • black tinting
  • mesh manipulation tools
  • weight painting tools
  • point attachments
  • improved file dialogs
  • AnimationState improvements
  • several runtime improvements

You can learn a lot more details about this release in the release blog post or read the change logs.  If you want to learn more about Spine, we did a hands-on review available here and embedded below in video form.

GameDev News

19. June 2017

CopperCube is a 3D game engine that aims at being simple, all in one and easy to use, with minimal to zero coding required.  They just released version 5.7 which brings a few new major features such as dynamic level loading, realtime shadows and more.

Complete details of the release are available here and summarized below.

  • Realtime Shadows Support
  • Big game support and dynamic level loading
  • Simplified uploading games to Android Play Store
  • Floating point render targets

As well as smaller fixes including:

  • The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay. Also, this will reduce the 'stuttering' which some people noticed on faster Android devices.
  • The editor now uses some bigger default window sizes when run on bigger screens
  • Windows .exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name.
  • The engine now uses less memory when run on Windows / Mac OS
  • WebGL: Replaced local files warning with updated information (the "allow-file-access-from-files" flag doesn't work anymore with Chrome)
  • Fixed a bug causing dynamic point lights not to rendered correcty sometimes when there was a directional light active as well
  • Improved polish translation
  • Fixed a problem when using the "Restart scene" action which caused memory to leak.
  • Resetting a behavior now using the "Reset" action causes the FPS camera and keyboard controlled camera also to reset their keyboard states

You can learn more about CopperCube here.

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