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9. October 2018

Epic Games have recently completed the acquisition of Kamu, the makers of the anti-cheat software used in Fortnite as well as several other popular AAA games (such as FarCry 5, Paladins, Vermintide 2, DragonBall Fighters and many more).  In addition to anti-cheat software, kamu also create game community and analytics software.  While no announcements have been made yet, I assume it’s only a matter of time until this technology is integrated directly into the Unreal game engine.

Details of the acquisition from Epic Games:

Today we are pleased to welcome Kamu to the Epic family. Kamu is a Helsinki-based company supporting the live management of player satisfaction, community building, and game integrity.

Founded in 2013, Kamu offers a suite of services focusing on game security, game telemetry, and game management. Kamu’s Easy Anti-Cheat service protects more than 80 games and is installed by over 100 million PC players globally.
“Kamu’s team and tools have been key to building a vibrant Fortnite multiplayer experience that’s fair for all players,” said Tim Sweeney, founder and CEO of Epic Games.

Simon Allaeys, CEO of Kamu said, “Joining the Epic family is not only a childhood dream come true, but a huge boost for our mission to help developers create beautiful gaming experiences. Battling cheating in games was just the start; today our products also help developers stay competitive by identifying player needs as quickly as they emerge.”

Sweeney continued, “Building and launching games today is incredibly challenging, and only half the battle. Kamu’s tools for managing live games help developers grow and sustain their games successfully after launch. At Epic, we succeed when developers succeed!”

The Kamu team will continue to expand its services in support of all customers and all of the engines they’ve chosen, while Epic’s new presence in Helsinki will serve as a base for recruiting technology, engine, and online service developers in Finland.

GameDev News

9. October 2018

Today Mojang announced they will be partially open sourcing the Minecraft game engine, starting today with two key libraries, with additional portions of the game engine being released over time.  The released Java source code is available on GitHub under the MIT open source license.  The two parts released today are composed of Brigadier and DataFixerUpper.

Details from

Well, the lovely folks on Stockholm's Minecraft Java team are giving you just that, by opening some of Minecraft's code as libraries so they can be used however you like! Want to use them to improve your Minecraft mods? Great idea! Want to use them for your own projects? Go for it, just don't forget to credit us! Want to use them to help improve pieces of the Minecraft Java engine? Thanks, we really appreciate it!

On Brigadier:

“I’m so proud of that name!” Nathan says. “Brigadier is the name of the command engine that Minecraft uses.” Brigadier is also the first library we've opened up!

“So in the game you can type something like /give Dinnerbone sticks and then that goes internally into Brigadier and breaks it down into pieces. Figures out what are you trying to do with this random piece of text.”

On DataFixerUpper:

“The name is so stupid that we had to keep it,” explains Nathan, unapologetically. DataFixerUpper does exactly what it sounds like, and it's one of the most important parts of the Minecraft game engine. It's also the second library we're opening up!

“The problem that we have in Minecraft, that I’m pretty sure every game has, is that data changes over time,” says Nathan. “we add a thing into Minecraft and then we kind of have to change how we store level data, how we store all the save files and stuff to accommodate it.

On the future:

The Java team will be opening up more libraries soon and we'll update this article when they do. One library under consideration is Blaze3D - a complete rewrite of the render engine that we're aiming to implement for 1.14. For now, why not use your programming expertise with our existing libraries? Don't forget to leave feedback on the GitHub page or reach out to Nathan on Twitter!

The video:

GameDev News

5. October 2018

During my recent MagicaVoxel video I mentioned that this application deserves a place on my “Top 10 free game development tools” list.  Then I realized I’d never created such a list, so now I have!  This is a collection of 10 free (as in money, not freedom, although many are open source as well) tools that all game developers should download, especially if money is tight!  This list is applications only, so does not include game engines, frameworks or libraries.  Beyond the top 10, there are a few honourable mentions that just missed the list.  Let me know in the comments below if you have an additional suggestion or disagree with my choices!

10. Inkscape

9. git

8. DragonBones

7. Krita

6. Tiled

5. Paint.NET

4. MagicaVoxel

3. Audacity

2. Visual Studio Code

1. Blender

Honourable Mentions





Gravit Designer

The Video

Art General Design Programming

3. October 2018

Today we are taking a look at two different tools for creating particle systems, BlastFX and Pixel FX Designer.  Both ultimately create the same result, rendered particles that can be used in your game, but both accomplish it in vastly different ways.

BlastFX – Windows, MacOS, Linux – $15 USD (Store Link)

Pixel FX Designer – Windows, MacOS – $30 USD (Store Link)


2. October 2018

YoyoGames have just released version 2.2.0 of their seminal GameMaker Studio game engine.  In addition to some bug fixes and improvements, by far the big feature is the full release of the Nintendo Switch export module.

Details from the announcement blog:

This is the full release of our new Nintendo Switch module (although some GMS2 games are already released on the Switch store, which is amazing!) and brings a number of important fixes.

  • See this FAQ for a summary of the Nintendo Switch changes from 2.1.5 to 2.2.0. Note: This link will only work if you have the Switch license

Further changes include a new Preference to automatically log users out when closing the IDE, audio fixes and we changed how the Android NDK build process is done which caused issues with building YYC on specific devices namely API 23 devices when using a newer version of the NDK such as 17b or higher. This change also fixes the issue users were seeing with the error "Unable to find library for armv7l". Note: This change also raises the minimum API level you must set in-game options to 16 (up from 9).

Misc IDE Fixes:

  • Fixed the runtime installation process so it uses fewer temporary drive mappings, which should stop "Z:\manifest" errors.
  • Fixed issues where projects got an asset compiler error and couldn't build because a resource had no audiogroup or texturegroup set.
  • Fixed the macOS Finder dialogue so it now adds the correct file extension onto the filename is chosen when exporting files from the Mac IDE.
  • Fixed an issue where for some users with corrupt installations the sound editor would not open when opening or creating sound resources. Note: The change here is to simply allow the sound editor to open - you still won't be able to play the sound, and instead you will get a dialogue informing of the corrupt install.

You can read more details about this release in the IDE and Runtime release notes.  If you want to learn more about working with GMS 2.0, be sure to check our complete Closer look review.

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