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13. March 2019


Just last week we announced the first Release Candidate for Godot 3.1 and things must have gone smashingly well, as after a year in development, Godot 3.1 is finally here!  The biggest feature of this new release is the arrival of an OpenGL ES 2 renderer that works alongside the GL ES3 renderer that shipped with Godot 3.0.  This renderer should enable Godot developers to target a large swath of devices with different drivers and performance characteristics and should remove one of the biggest hurdles preventing developers from upgrading from Godot 2.x.

The new renderer is by no means the only new feature of Godot 3.1, with a massive number of new features added.  A highlight of new features from the Godot blog:

In addition to the above summary, the detailed change log is available here.  Be aware, while 3.0 and 3.1 are mostly compatible, there may be some breaking changes.

We have created featured videos on several of these new features as they were developed, including:

If there are other new features you would like to see us cover in more detail, let us know!  Godot 3.1 is available for download on Windows, Linux and MacOS right here.  If you are interested in learning Godot development, we’ve got you covered with this comprehensive tutorial series as well as this step by step game creation tutorial.

GameDev News


13. March 2019


Just 7 years after doing our Battle of the Lua Game Engines comparison between Gideros, Corona, Love and MOAI, we have finally done a hands-on review of the Gideros game engine.  A lot has changed in 7 years, including the fact that Gideros is now free and open source, available on GitHub.  It is a well documented, cross platform (Windows, Mac, Linux, Pi) 2D game engine capable of targeting all those platforms as well as the most popular mobile platforms including iOS and Android.  One of the biggest strengths of Gideros is it’s Player application, enabling real-time testing over Wi-Fi, vastly improving the testing and deployment phases.

Thankfully you do not have to build Gideros from source, with downloadable installers available here.  In addition to Gideros, I highly recommend you check out ZeroBrane Studio for a superior Lua development experience.

The following video shows Gideros Studio in action:


The code we created in the video above was:

local font = TTFont.new("Roboto.ttf", 64)
local text = TextField.new(font,"Hello Cruel World!")
text:setPosition(application:getContentWidth()/2,application:getContentHeight()/2)

stage:addChild(text)

function mainLoop()
	local x,y,z = text:getPosition()
	text:setPosition(x,y+1)
	text:setTextColor(0xff0000)
end

stage:addEventListener(Event.ENTER_FRAME, mainLoop)
You need to place a font named Roboto.ttf (or any ttf font, just change the parameter in the first line of code if you substitute your own font) in your assets directory for this to run.

If Gideros doesn’t appeal to you, but you are still interested in a Lua based game engine, be sure to check out our Love/Lua tutorial series available here.

Programming


12. March 2019


SpriteStack.io is a tool for creating 3D pixel art using the technique known as Sprite stacking.  Basically it’s a matter of creating a 3d object by making stacks of sprites.  Sprite stacking is described as:

Sprite stacking is a simple technique that allows you to get 3D models by making a stack of 2D images. Each image is offset by 1 pixel and represents a horizontal slice of a 3D model.

The tool runs entirely in the browser and is very simple to learn.  The help/documentation is available here.  The tool is free to use but requires a $1 payment to enable exporting outside of the public gallery.

You can see SpriteStack in action in the video below.  To get started in SpriteStack click here to launch the editor.

Art


11. March 2019


Humble have just launched another Humble Bundle of interest to game developers, and this one is all about everyone’s favorite open source operating system… Linux.  Among several books about configuring and using Linux there are also titles about programming, including one about programming in Assembly, a rare breed these days!

Humble Bundles are broken into tiers, with the Humble Book Bundle: Linux by Wiley being organized as follows:

1$ Tier

  • Linux Essentials
  • Ubuntu Linux Toolbox 2nd Edition
  • Linux All-in-One
  • Beginning Linux Programming 4th Edition

8$ Tier

  • Linux BIBLE
  • Shell Scripting
  • LINUX Server Security
  • CompTIA Linux + and LPIC Practice Tests
  • Professional Linux Kernel Architecture

15$ Tier

  • Linux Command Line and Shell Scripting Bible
  • CompTIA Linux+ Powered by Linux Professional Institute Study Guide: Exams LX0-103 and LX0-104
  • LPIC-1: Linux Professional Institute Certification Study Guide: Exams 101 and 102
  • LPIC-2: Linux Professional Institute Certification Study Guide: Exams 201 and 202
  • Red Hat Enterprise Linux 6 Administration: Real World Skills for Red Hat Administrators
  • Assembly Language Step-by-Step: Programming with Linux


If you purchase a higher priced tier, you get all of the books from all the tiers below it, so if for example you purchase the 15$ tier, you get all of the books in the collection.  Additionally a portion of your proceeds can be directed toward charity (Freedom to Read Foundation) as well as to supporting GFS.  Purchasing the bundle using this link helps support GameFromScratch (thank you!).  For more details on the file formats and contents of the bundle, be sure to watch the video below.

GameDev News


11. March 2019


The Haxe powered Heaps game engine just updated to version 1.6.0.  The Heaps game engine is a battle tested game engine responsible for such titles as Dead Cells, Northgard and Evoland.  It was created by the same developer as the Haxe language, Nicolas Cannasse.  The game engine is open source under the MIT license and is available on a number of different platforms including most modern game consoles.

The 1.6 release brings several new features, including:

2D:

  • added DomKit support
  • added h2d.Camera
  • review h2d filters wrt alpha handling
  • added h2d.Flow.layout
  • support for SDF fonts
  • support for sub pixel Tiles (various coordinates/sizes are now Float instead of Int)
  • added h2d.Interactive.onReleaseOutside and .shape for custom shape handling
  • h2d.Object.onParentChanged is now onHierarchyMoved
  • handle multiple Interactive onOver

3D:

  • added h3d.col.Capsule
  • added h3d.col.Collider.inSphere + changed inFrustum
  • added Driver.capturePixels sub region
  • added h3d.scene.MeshBatch
  • optimized shadows maps culling
  • optimized internal pass lists handling
  • moved h3d.scene.DirLight/PointLight/LightSystem/Renderer to h3d.scene.fwd package
  • more work on pbr renderer and terrain system
  • various optimizations (less allocations)

Other:

  • [js] heaps now defaults to canvas instead of window for events
  • review hxd.prefab.Prefab API
  • added mp3 sound support
  • added S3TC dds texture support
  • new samples : Camera2D, Domkit, Flows, FXView, Interactive2D, MeshBatch, Lights


If you are interested in learning Heaps, we have a few tutorials to get you started:

Additionally there is an excellent Database/Level editor for Haxe called CastleDB that you should certainly check out.

CastleDB Introduction

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