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10. October 2018

Today AppGameKit 2018.10.10 was released with several new commands added to the cross platform game framework.  AppGameKit is an interested game development framework that exists in two tiers, a lower level C API and a higher level easier to use framework built on top of it.  You can learn more about AppGameKit from our earlier Closer Look game engine review.

Details of the 2018.10.10 release:


  • Added GetCharBuffer and GetCharBufferLength to return any text entered on physical keyboards since then command was last called
  • Add GetRawJoystickSlider and GetRawJoystickPOV to support additional features on joysticks
  • Increased the number of joystick buttons to 64
  • Added support for more keyboard keys on Windows and Linux, including left/right shift/ctrl/alt keys and distinguishing between numpad and top row number keys
  • Updated the scan code list at for the new list of keys

Edit Boxes

  • Fixed edit boxes flickering if the edit box width was less than the width of two characters


  • Added CopyNetworkMessage command to copy a network message so that it can be resent
  • Changed GetInternetState on iOS to better detect the lack of network connectivity


  • Fixed audio failing to play on some iOS devices after sleeping the device with a magnetic cover
  • Fixed sounds on iOS sometimes failing to play if the app is sent to the background and then resumed


  • Fixed some 3DS models failing to load on ARM devices

Push Notifications

  • Fixed GetPushNotificationToken sometimes returning an empty string on Android, you will now need to call SetPushNotificationKeys for it to work

File I/O

  • Fixed OpenToWrite on Android failing to create the necessary folders on some devices and failing to create the file


  • Fixed GetHTTPFile on Android failing to create the necessary folders on some devices and failing to create the file
  • Fixed GetHTTPFile failing to save the file if SetFolder is used whilst it is running


  • Fixed installing new versions of AGK over old versions on Windows causing APK export errors
  • Fixed APK export sometimes not parsing the Firebase JSON file correct


  • Fixed GetDeviceID on Android sometimes returning an empty string

Deep Linking

  • Added the option to add a URL scheme during Android and iOS export, so that the exported app can be opened by a browser link
  • Added GetURLSchemeText to return the URL used to open the app on Android and iOS, if any


  • Changed sprite and text scissors to allow one dimension to be 0 in size and still be a valid scissor

GameDev News

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)


See More Tutorials on!

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