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12. July 2018


Tilengine is a 2D graphics engine that replicates 16bit style graphics, including SNES Mode 7 effects.  It previously was available under the MIT license, but the rendering core was proprietary.  Now the entire package has been released under the LGPL license.


Details from the Tilengine forum:

Tilengine is now a complete open source project. I've released the full source code under the LGPL license, that allows usage in closed source applications as well as in open source projects.


I've opened it because Tilengine is now a mature project that requires more work than I can do in my spare time. Previous version was released under the MIT license, but kept the rendering core as a closed source component, distributed as a prebuilt binary. I hope that this movement will encourage more people to adopt it, either to use in their own projects, or to contribute to it helping to expand the Tilengine community.


GitHub project doesn't include prebuilt binaries or external dependencies anymore. If you don't want to build the library yourself, the official place to get the prebuilt binaries for every supported platform is in its itch.io profile, just as before. Please keep in mind that as of this writing, binaries on itch.io aren't yet updated and still hold old MIT-licensed 1.21 binaries. I'll post a note when they get updated.


This new 2.0 release number reflects the change of philosophy. This release is nearly the same as the older 1.21, but has a new feature: the ability to create multiple instances of the engine and switch between them with a global context mechanism.

If you are interested in learning more about Tilengine, be sure to check out our hands-on video:


For more details about the change of Tilengine to the LGPL license, be sure to check out the following video:

GameDev News


12. July 2018


Hot on the heals of the tier 2 source release, a new version of AppGameKit was just released, V2018.07.12.  This release contains many new fixes, as well as updated HTTP functionality, a bump to Google Play Services version and a change from Google Cloud Messaging to Firebase Cloud Messaging, due to the upcoming discontinuation.  If you are interested in learning more about AppGameKit, be sure to check out our review.


Details of this release:

HTTP
  • Added AddHTTPHeader and RemoveHTTPHeader commands to add and remove custom headers from HTTP requests
  • Changed the method for Android expansion file downloads to hopefully be more reliable
  • Added GetHTTPStatusCode command to return the response status from the server
  • Fixed HTTP downloads on iOS sometimes showing progress as 0% even when the download is working
Android
  • Updated Google Play Services on Android to version 15.0.0
  • Updated Android to use Firebase Cloud Messaging instead of Google Cloud Messaging (which is being discontinued April 2019)
  • Fixed a freeze on some Android devices when continuously loading and deleting OGG music files
  • Fixed Android Tier 2 template projects causing a crash when sent to the background whilst in landscape on newer versions of Android
  • Fixed a crash when loading .ms3d files on 64-bit versions of Android
  • Fixed GetSpeechNumVoices causing a crash on Android if the speech engine wasn't ready
  • Fixed ViewFile, ShareImage, and ShareTextAndImage not working on Android with the new API 26 target
Misc
  • Fixed GetSupportedShaderVaryings returning the incorrect value on desktop platforms
  • Fixed missing help text for CreateObjectFromHeightMap command
  • Fixed projects containing files outside the current project folder sometimes failing to open those files when the project was closed and re-opened
  • Added code to Mac apps to detect window focus lost/gained through GetPaused and GetResumed


If you are interested in learning more about the recent Tier 2 source code release, be sure to check out the video below.

GameDev News


12. July 2018


Today out of the blue, Epic games just released that they are changing the revenue share structure for sellers on the Unreal Engine marketplace from 70/30 to 88/12.  Even more impressive, they are making this change retroactively for all sellers all the way back to when the store opened in 2014.

Details from the Unreal Engine blog:

This new 88% (developer) / 12% (store) revenue split applies to all Unreal Engine Marketplace transactions past, present and future. In addition to implementing the policy for future sales, Epic is paying out all Marketplace sellers retroactively, applying the more creator-friendly 88% rate to previous transactions dating back to the store’s 2014 launch.


“Thanks to both the Marketplace’s growth and the success of Fortnite, Epic now conducts a huge volume of digital commerce,” said Tim Sweeney, founder and CEO of Epic. “The resulting economies of scale enable us to pass the savings along to the Unreal Engine Marketplace community, while also making a healthy profit for Epic.”


So, thanks to all the Fortnite money Epic Games is swimming in, developing for the Unreal Marketplace just became a lot more appealling.  I wonder if other online asset stores will follow this move away from the now well established 70/30 split.

GameDev News


11. July 2018


AppGameKit is an interesting game engine (previously reviewed here for more information) that consists of two tiers.  Tier 2 is the lower level C++ layer, enabling you to create cross platform games while lower to the metal.  On top of this layer is Tier 1, which provides tools and a Basic like programming language, that makes it easier to get started creating games.  I’ve always appreciated this engine as it provided a nice gradual difficulty curve for those looking to learn programming, coupled with lower level access as their skill level improves.

Today they released the source code of the C++ Tier 2 layer.  Note, this is not open source!  The code is made available to give existing AGK customers more access to the underlying tech and to enable the community to improve the engine.  Here are the licensing details from the Github page:

It is expressly made clear that this is NOT an open source project and all material is copyright The Game Creators Ltd, and any work submitted to the repository is automatically given over to The Game Creators Ltd to use for any purpose and all Intellectual Property and copyright transferred over to The Game Creators Ltd. You may use this repository to help improve AppGameKit Tier2, to work on freelance contracts from The Game Creators Ltd, and also to compile a new Tier 2 library for your own use under the terms of the AppGameKit EULA, provided that you own a copy of AppGameKit. You may not distribute compiled versions of this code, nor use this code in a product that competes with the AppGameKit product, such as a game maker or app maker. If you have any doubts about the usage rights, you can contact us directly at [email protected].


Details of the source release from the AppGameKit blog:

We have set up this repository so that any work done to the Tier 2 libraries can be shared with the whole community, and to provide access to the low-level source for developers who need access to the core engine. It is our hope that this resource will allow contributors to expand the programming language going forward, and introduce commands that may not have been on our roadmap, and facilitate collaboration on adding new features quickly.

This repository primarily targets coders with experience in C++ and Visual Studio, who have an interest in learning more about the functions of the language, or who want to participate in adding new commands to the language. We have created a number of Wiki documents which you can find in the repo that walk you through the process of compiling the libraries and creating your own commands, and this should be studied before attempting to use the repository. Users should also be familiar with Git source control which is the primary method of code collaboration, and have experience cloning, checking out, committing and pushing changes.

GameDev News


10. July 2018


Corona, a seminal cross platform 2D game engine using the Lua programming language just released version 2018.3326.  This is the first public release of Corona since 2017.  The biggest new feature in this release has to be beta support for the HTML5 target, enabling you to run your Corona game in web browsers.  Image result for corona game engine logo

Important parts of the update:

  • HTML5 beta.
  • Google Play changes to support IAP level 27.
  • GDPR support.
  • Apple support fixed (iOS 11.4 and XCode 9.4 supported)

Additionally in this release, several libraries were made open source:

In addition to these changes, Corona Labs is open-sourcing the following libraries:

  • timer.*
  • easing.*
  • transition.*
  • composer.*

You can download the Lua source for these libraries from the Corona Labs GitHub account. In addition, the widget.* library was updated to be in sync with our internal library.


You can read the full release notes here.  Corona is free to download but requires registration.  You can sign in and download Corona here.  If you run into problems trying to perform an HTML5 build, be sure to launch the Corona simulator as an administrator on Windows.  This at least fixed my error 12 problems when performing an HTML5 build, seems to be a permissions issue.

GameDev News


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