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11. January 2020


Terry Cavanagh, the author of VVVVVV, Super Hexagon and Dicey Dungeons, just released the source code for VVVVVV to celebrate it’s 10th anniversary.  Released on GitHub under a custom license, the repository includes both the Mobile (Flash/ActionScript) and Desktop (C++) versions.  It does not include the binary data however, although you can use the free version or you can currently buy VVVVVV for 73% Off On Humble right now.

Details of the release from the DistractionWare blog:

Or possibly tomorrow is, depending on who you ask – technically, the game first went live at 3am GMT on the 11th January 2010, after a very, very long day of fixing every last bug I could, making last minute builds, and trying to slowly upload everything on an extremely unreliable internet connection that kept cutting out. But I’ve always gone by “it’s not tomorrow until you wake up” rules, so I still think of January the 10th as the real launch day <3

Gosh, ten years.

VVVVVV is such an important game to me, I barely even know where to start. I wanted to do something special to mark the occasion: so, as of today, I’m releasing the game’s source code!

The repo contains two versions – the desktop version, ported to C++ by Simon Roth in 2011, and later updated and maintained by Ethan Lee – and the mobile version, written in Actionscript for Adobe AIR, based on the original v1.0 flash version of the game.

I wanna give a big big thank you to Ethan Lee, who helped a lot to prepare for this, including getting the repo ready for the public, and organising the reveal on AGDQ (hi speedrunners!)! Thanks Ethan!

You can learn more about the release in the video below.

GameDev News


11. January 2020


ArmorPaint just released version 0.7 containing several new features including additional texture file formats, plugin support and even live preview support for Unity and Unreal game engines.  ArmorPaint is built on top of the Armory3D game engine (tutorial available here) and is an open source alternative to Substance Painter.

Details from the release notes:

  • Added support for .psd, .bmp, .gif formats
  • Added single material export
  • Added blend modes for layers
  • Added blend modes for brush
  • Added plugin manager
  • Added 'auto-save' plugin
  • Added 'hello-node' plugin - custom material node
  • Added 'console' plugin - run commands
  • Added 'profiler' plugin - performance graph
  • Added 'converter' plugin - convert .arm files into .json
  • Added 'import_tiff' plugin - support for .tiff format
  • Added 'import_stl' plugin - support for .stl format
  • Added 'import_gltf' plugin - support for .gltf/.glb format (alpha)
  • Added 'uv_unwrap' plugin - auto-generate uvs / unwrap active mesh
  • Added 'theme-editor' plugin
  • Added box selection to node editor
  • Added per-fill-layer uv control
  • Added option to split .obj mesh by groups or materials
  • Added 'decal tool - scale x' option for non-square decals
  • Added 'menu - file - reimport mesh'
  • Added 'menu - viewport - split view'
  • Added 'preferences - restore' button
  • Added 'preferences - native file browser' option
  • Added 'preferences - viewport - vignette' option
  • Added 'preferences - usage - dilate radius' option
  • Added texture export presets
  • Added 'layer' material node - drop layer onto node canvas
  • Added 'layer mask' material node - drop layer mask onto node canvas
  • Added 'blur (image)' material node
  • Added experimental dxr build
  • Added path-trace (dxr) viewport mode
  • Added ao (dxr) bake
  • Added bent normal (dxr) bake
  • Added lightmap (dxr) bake
  • Added thickness (dxr) bake
  • Added normal-map bake from high-poly
  • Added height bake from high-poly
  • Added dilation pass to baking
  • Added 'up axis' option for relevant bake types
  • Added support for drag and dropping multiple files at once
  • Added popup for editing RGBA node sockets
  • Improved gizmo
  • Improved height paint
  • Improved .obj importer
  • Improved .blend importer
  • Improved outliner
  • Improved node drawing performance
  • Improved layer handling performance
  • Improved key detection on linux
  • Fixed handling of accented filepaths
  • Fixed brush mask on linux
  • Fixed copy-paste on linux
  • Fixed window title updating on linux
  • Fixed file association
  • Fixed envmap import
  • Fixed object mask for fill layers
  • Fixed height displacement scale
  • Fixed blurry text on windows
  • Fixed texture filtering option for image node
  • Fixed key repeat for text edit
  • Updated dark and light themes
  • Updated menu bar structure
  • Reduced gpu memory usage
  • Faster texture loading
  • Undo for layer opacity and blending
  • Undo for node canvas
  • Adjustable viewport clip distance
  • Remember window size and position
  • Open node search on link drag
  • Resizable ui panels
  • Duplicate material
  • Use brush ruler (shift) to draw lines
  • Auto-set 2x scale on high-res displays
  • Flat shading for viewport modes inspecting pbr channels
  • Picker tool works on non-base layer
  • Picker tool shows texture coordinate in 2d view
  • Export single texture from textures tab
  • Eraser takes hardness and opacity into account
  • Export textures as udim tiles for udim projects
  • Download 'texture-synthesis' plugin preview
  • Download Unreal Engine live-link preview
  • Download Unity Engine live-link preview

If you want to build ArmorPaint from source you can learn more about the process here.  You can see ArmorPaint in action in the video below.

GameDev News Art


10. January 2020


ArmorPaint is an open source competitor to Substance Painter, from the creator of the Armory game engine (tutorial series available here).  It is available for just 16 Euro in binary form, but can also be built from source code.  This guide walks you step by step through the process of building ArmorPaint from source.

There are a few requirements before you can build.  Download and install the following programs if not already installed:

First step, we clone the repository.  Make sure to add the –recursive flag(that’s two ‘-‘ by the way).

Open a command prompt, cd to the directory where you want to install ArmorPaint’s source code and run the command:

git clone –recursive https://github.com/armory3d/armorpaint.git

Depending on your internet speed this could take a minute to several minutes while all of the files are downloaded. 

In Explorer, go the installation directory, then navigate to armorpaint\Kromx\V8\Libraries\win32\release and using 7zip extract v8_monolith.7z to the same directory as the .7z file.

Next in the command prompt run the following commands

(Assuming you are reusing the same CMD that you did the git clone from)

cd armorpaint

node Kromx/make –g direct3d11

cd Kromx

node Kinc/make –g direct3d11

explorer .

If you receive any errors above, the most likely cause is node not being installed.  The final command will now open a Windows Explorer window in the Kromx subdirectory.  Open the build directory and load the file Krom.sln.

image

This will open the project in Visual Studio.  If you haven’t run VS yet,you may have to do some initial installation steps.  Worst case scenario run through the initial install, close and double click Krom.sln again.

First make sure that you are building for x64 and Release mode at the top:

image

In the Solution Explorer, select Krom then hit ALT + ENTER or right click and select Properties.

Then select Debugging, in Command Arguments enter ..\..\build.krom then click Apply.

image

You are now ready to build ArmorPaint.  Select Ctrl + SHIFT + B or select Build->Build Solution.

image

Assuming no errors, are exe should be built.  Now go to the folder armorpaint\Kromx\build\x64\Release and copy the file Krom.exe, then copy to armorpaint\build\krom.  You can now run Krom.exe and you’re good to go. 

image

Step by step instructions are available in the video below.

Art Programming


8. January 2020


BrashMonkey have just launched a Kickstarter campaign Spriter 2 Alchemist.  Alchemist is an extension to the upcoming Spriter 2 Pro 2D animation system that adds procedural content generation and animation support.  Existing Spriter Pro customers are offered a preferred rate when backing Spriter 2 Alchemist.  The tiers break down as follows:

As of writing the Kickstarter is about 10% of the way towards it $50,000USD goal with 27 days to go.  Full details of the features of Spriter 2 Alchemist are available on the Kickstarter page, as well as discussed in more detail in the video below.

Spriter is not the only 2D animation package available and we have covered a number of them previously here on GameFromScratch.  A run-down of free 2D animation tools is available here on DevGa.me, while we have done feature videos on Spine, Creature(video), COATools for Blender (video) and Dragonbones(video) if you are looking for an alternative.

GameDev News


7. January 2020


The open source 2D game engine GDevelop just released beta 84 of their 5.0.0 branch.  Major features of b84 are BBCode formatting support, dozens of new layer effects, improvements to the integrated pixel graphics editor and more.

New features in beta 84 from the release notes:

  • Add dozens of new effects for layers, and allow developers to easily create extensions bringing new effects.

    • See an (incomplete!) list of effects available on the wiki.
    • Thanks @Bouh and @blurymind for porting, trying and setting up these new effects for GDevelop: Black and White, Noise, CRT, Godray, Tilt shift, Advanced bloom, Kawase blur, Zoom blur, Displacement, Color Map, Pixelate, Reflection.
    • Want to add a new shader effect to GDevelop? Take a look at the explanations about effects here.
    • Support for effects on objects will be added in a next version
  • New object BBText (thanks @blurymind!)

  • Improvements in Piskel sprite editor (thanks @blurymind!)

    • Color index shift brush (useful for cell shading sprites)
    • Ability to source all layers when using the bucket tool
    • Palette transfer tool (apply the currently selected palette colors to the frame you are on)
  • Add an option to automatically resize game resolution to window or screen size. It's recommended to activate it especially for games on mobile phones.

Be sure to check the complete release notes for more details of the release.  You can learn more about GDevelop in our hands-on video embedded below.

GameDev News


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