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11. June 2018


Just finished adding another tutorial to the ongoing Godot 3 tutorial series, Sound Fx and Music.  This tutorial covers a ton of topics around audio:

  • Playing audio using AudioStreamPlayer
  • Positional audio using AudioStreamPlayer2D
  • Importing and loading audio files, WAV and Ogg
  • Using the Audio Bus
  • Creating special effects such as panning, reverb and chorus
  • Managing volume
  • Using sound with Area2D


The series homepage is available here.

Programming


8. June 2018


Recently Google started rejecting APK files generated by the Godot Game Engine.  APK is the file format for bundled Android applications for deployment to the app store, so this is obviously a pretty serious problem for Godot developers with games on Android.  Thankfully a Godot user created a tool that fixes APK files, making them compatible once again.


Details of using the new tool:

The things you will need are:

  • Your original APK
  • A valid android keystore
  • Jarsigner

The tool takes several command-line options:

  • -j /path/to/jarsigner
  • -k /path/to/keystore
  • -p keystore password
  • -a key alias
  • /path/to/apk

You should be able to recover these settings from the Android export settings of the original game project from the Godot editor.

An example run of the program looks like this:

./godotapkfixer -k ~/tmp/and/debug.keystore -p android -a androiddebugkey GOLTORUS.apk

This is assuming that 'jarsigner' exists in $PATH, or on Windows if the Android studio is installed. If this is not the case the tool can be ran like this:

godotapkfixer.exe -j "C:\Program Files\Java\jdk1.8.0_171\bin\jarsigner.exe" -k "debug store.keystore" -p android -a androiddebugkey GOLTORUS.apk

When using jarsigner from the JDK for instance.

After the program has finished you will find an apkname_fixed.apk in the same directory as the original APK. This APK should now be good to upload back onto the Play store.


The tool is available for download here and the source code is available here.  You can read more about this release here on the Godot website.

GameDev News


7. June 2018


CryEngine 5.5.0 Preview 4 has just been released.  Keep in mind that “preview” tag, this is considered an under development patch and should not be used in production.  If you haven’t checked out CryEngine in some time, be sure to check out our hands-on with CryEngine 5.4 video, this engine has changed a lot in the last year or two.


Details of changes and improvements in the release from the release notes:

AI

AI System

  • Fixed: Old parts of the navigation area stay in the map when the area is moved (while navmesh updates are disabled and then enabled again).

Core/System

Default Entities

  • Fixed: Static Mesh Entity mass defaults to 0.
  • Fixed: Camera Component overrides view camera in edit mode.
  • Tweaked: Allow to scale Debug Draw-text (depending on camera-distance).

Flowgraph

  • Fixed: Saving Flowgraph modules between level loading causes crash.

Graphics and Rendering

Particles

  • Fixed: Error in Pfx1 that causes effects with incomplete parameters to spawn particles indefinitely.

C#

C#.Core

  • New: Added the SerializeValueAttribute to mark properties and fields for serialization (without exposing them to the Sandbox Editor Properties Panel).
  • New: Added missing mouse input to the Mouse class.
  • New: Added an extra CRYENGINE Mono extension that solves the issue of missing assemblies (e.g. Clide.Interfaces) in the latest version of Visual Studio 2017.
  • Optimized: Improve the ToString() method of the Rect struct.
  • Optimized: Use Vector2 instead of Point in some cases.
  • Fixed: C# PhysicsEntity does not return the right value for PhysicalizationType after it has been physicalized.
  • Fixed: Crash when deleting a C# Component that's also currently in the level.
  • Fixed: Minor bugs in the C# debugging extension.
  • Fixed: Serializing properties when reloading the C# plugins.
  • Fixed: Several types of properties (Character, ActionMap and ActionMapAction) not being exposed correctly in the Sandbox Editor.
  • Tweaked: Expose Flags property on the Character class.

Physics

Physics

  • Fixed: Prevent cloth from falling asleep if affected by environmental wind.

Sandbox

Editor General

  • New: (Designer Tool) Ruler Tool - Added more distances to display and removed obsolete pathfinding information.
  • Fixed: Rotating a brush/prefab in world-space (before scaling it uniformly) breaks the scale on its rotated axis.
  • Fixed: Double clicking a level in the Asset Browser does not load the corresponding level.
  • Fixed: Assert triggers when using "save as" on a newly created Schematyc Entity.
  • Tweaked: Disable Substance Rebuilding all Instances context menu (if there are no instances). Disable Re-import context menu if asset does not have source file.

Additional Fixes

  • Fixed: Color output for screenshots.
  • Fixed: (Mesh Importer) Mesh Importer cannot save file to folders that do not exist on the disk.
  • Tweaked: (EngineAssets) Renamed primitive_plane_small to primitive_plane.

GameDev News


6. June 2018


Epic have officially launched the first preview of the upcoming Unreal Engine 4.20.  Of course this is Unreal Engine so you can expect a swath of graphical improvements, but there are several other new features as well.  On of the key features of this release is Beta 1 of Niagra, their next generation programmable particle FX system.  There are multiple newhttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Funreal-engine-4-20-preview-1-now-available%2F420Preview1_THUMB-375x275-5d05f8753370fe3a21b513f01552d46dd0bb829e.jpg LOD tools, blueprint bookmark support, the ability to export sequencer data in Final Cut Pro XML format and a switch to Visual Studio 2017 for the default C++ projects.

From the Epic blog announcement:

Included in Preview 1 are improvements to the proxy LOD tool, as highlighted in the May 17th livestream, many mobile improvements and optimizations we've made for Fortnite on iOS and Android, and early access to mixed reality capture. Niagara will be rolling out in early access, and you’ll also see a number of our GDC features, including the new cinematic depth of field and improved rendering features for digital humans at your disposal.


You can learn a great deal more about the specifics of this release on the Unreal forums, or watching the video below.  One of the major features in this release, Niagara, was heavily featured in this GDC talk, if you like me cannot get it to run but want to learn more.  As always this update is available in the Epic game launcher.  Also be forewarned, this is a preview release so don’t even think about using it in production!

GameDev News


6. June 2018


I have been talking a fair bit lately about the Armory3D engine, a newly free open source Blender hosted cross platform engine.  You can target several different platforms using Armory and the technology that makes this possible is Kha.  Today we are looking at Kha.  Kha is an open source cross platform Haxe powered low level framework providing functionality like 2D and 3D graphics, input handling, audio and more.  It does it in an extremely cross platform manner able to support a huge number of platforms.  Essentially it provides the low level functionality required to make a game, much like SDL or SFML.  It is also an important technology to learn if you intend to use the Armory game engine.


Today I take a closer look at this behind the scenes technology in this video.  We cover the features of Kha then go through the process of installing Kha and getting up and running.


Kha has a couple prequisites that you need to install before getting started.  You need to install the following two technologies before installing Kha:

Once installed, you have two easy options for getting started with Kha.  You can either use Kode Studio, a customized version of Visual Studio Code, or you can install the Kha Extension Pack to your existing Visual Studio Code install.  Now that you’re up and going with Kha you probably want some code to work with, which is available in this repository.  Finally once you start learning Kha, you will probably want to check the Kha documentation or the reference materials.


Programming


AppGameKit Studio

See More Tutorials on DevGa.me!

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