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4. April 2016

 

Torque2D, an open source (MIT) 2D game engine build on top of Torque 3D technology, just released version 3.3.  This release adds two major new features, positional audio and TextSprite.

From the release notes:

Positional Audiot2d

Simon already put together an in-depth blog post on the virtues of positional audio. You can find it here. Let me give you the highlights. First, one scene can act as a listener. Then any object in that scene can call %object.playSound("beepAssetID") to play that sound. Those sounds can take an optional second parameter which is an AudioDescription. The AudioDescription can specify if the sound should loop along with a few handy other features. These were previously available in older versions of the engine so I image many of you will get the hang of them quickly.
Of course the whole point of all this is to hear the sound in the position it is on the screen. The best part is that the Doppler Effect happens. So you can make things quiz past your characters without any extra work. Again see Simon's blog for more details.

TextSprite

My contribution was the TextSprite. The previous bitmap font sprite, called the ImageFont, has been removed, but I tried to keep the TextSprite as similar as possible to keep updating your projects simple. The TextSprite is far more powerful than the ImageFont and I don't think you'll want to look back once you start using it.

FontAsset

It all starts with a FontAsset which is a new asset that basically takes a Bitmap Font File as its main parameter. This is the file generated directly by AngelCode's Bitmap Font Generator. In fact, the ToyAssets module includes a configuration file with a few example fonts to make it super easy to use. Basically to add a new font you just save the file using the Font Generator and then make a FontAsset taml file with the asset name and a reference to a font file. And just like that, you've got a new font that you can use in your game. The documentation is in the Github T2D Wiki if you want to learn more.

Features

The TextSprite is loaded with cool features so I'll type fast. First, you give your TextSprite a valid FontAsset. Unlike the ImageFont, you can set the size of the TextSprite and think of its bounding box as a box to type in. Inside the box you can align the text to the left, right, center, and justify. You can also vertically align the text to the top, middle, or bottom. When it hits the edges of the box you can set the overflow options. Horizontally, this includes the ability to word-wrap the text, which was a major missing feature of the ImageFont. But you can also shrink the text to fit, clip the text, or just let it overflow the box. Vertically you have similar options sans the wrap.
The font has a font size that applies to every character, but you can further customize the size by scaling the font in the x or y direction. On the font level you can also set the kerning (that's font lingo for space between characters). And finally, since this is a sprite you can set the blend color, rotation, and do things like collisions. You can even grow the sprite which will dynamically change the word-wrapping over time. We could stop here and you'd be happy, but it gets better.

Super Cool Features

You might want to sit down for this. You can change the blend color, scale, and position of individual characters. That means that you can have all white text and put that critical word in blue. You can make the letters shake for a cold character. You could have the text appear one letter at a time as a dialog box as seen in nearly every game. All this and more is now possible with the TextSprite. A new TextSprite Toy has been added to the Sandbox that demonstrates some of these tricks. Take a look at it and then give it a try.

GameDev News


28. March 2016

 

Tiled, the popular open source 2D map editor, just released version 0.16.0.  If you are interested in learning more about Tiled, we have a complete tutorial series here on GameFromScratch.

The major new features of this release are:

 

Auto Updater and a new installer.

On windows machines, the installer is now MSI based.  Additionally you have option on OS/X and Windows of having Tiled automatically check for updates and present the release notes.  You can also set it to automatically download and install future updates.

tiled1

 

Improved Property Editing

The custom properties have been improved.  First up is the new Objects Type Editor enabling you to predefine a set of properties:

tiled2

One other major ability is the ability to define properties types as well as their name, supporting string, int, float and bool types.

 

Full Change Log

  • Added checking for updates, based on Sparkle and WinSparkle
  • Added default property definitions to object types (with Michael Bickel)
  • Added types to custom properties: string, float, int, boolean (with CaptainFrog)
  • Added Properties view to the Tile Collision Editor (by Seanba)
  • Added a reset button for color properties
  • Added eraser mode to Terrain Brush and fixed some small issues
  • Reuse existing Tiled instance when opening maps from the file manager (with Will Luongo)
  • Allow setting tile probability for multiple tiles (by Henrik Heino)
  • New MSI based installer for Windows
  • Optimized selection of many objects
  • libtiled-java: Fixed loading of maps with CSV layer data that are not square (by Zachary Jia)
  • Fixed potential crash when having Terrain Brush selected and switching maps
  • Updated Dutch, French, German, Japanese, Russian and Spanish translations

You can read more about the release here.

GameDev News


26. March 2016

 

Toonz is a 2D animation package which has now been open sourced under the New BSD license as OpenToonz.  Toonz has a long history in 2D animation for inking, painting andimage digital composition and has been used extensively by Studio Ghibli on such projects as Princess Mononoke and others.  Toonz dates back to the early 90s in SGI machines.

 

From the OpenToonz site:

  • This is software for producing a 2D animation.

    It is based on the software "Toonz", which was developed by Digital Video S.p.A. in Italy, customized by Studio Ghibli, and has been used for creating its works for many years. Dwango launches this OpenToonz project, in cooperation with Digital Video and Studio Ghibli.

  • This software can be used by anyone free of charge, no matter whether the purpose of use is commercial or not.
  • This is available as an open source, so that users can modify its source code freely.
  • We aim to develop a new platform for connecting the academic research into frontline animation production.

Studio Ghibli also contributed GTS, a scanning tool as part of OpenToonz:

  • Sequence number scanning can be conducted efficiently according to in-between animation numbers.
  • Compatible with 4 types of scanning.
    (black-and-white, colored, with or without binarization)
  • The settings for scanning can be saved. Processes can be reproduced when some cuts are rescanned.
  • Compatible with the TWAIN standards

The source code for OpenToonz is available on Github.  You can download binaries and documentation for OpenToonz here.

GameDev News


10. March 2016

 

Torque2D, the open source 2D game engine created initially by Garage Games, just released an updated library for Torque2D.  This update adds several new features including:

    • Ability to set which SceneWindow acts as a listener
    • simplified playSound function and managing software
    • Doppler effect (from above changed)
    • audio debug mode (setDebugOn())
    • AudioDescription for defining sound characteristics
        new AudioDescription(MY_ADESC){  
           is3D = true;  
           isLooping = true;  
           ReferenceDistance = 25.0;  
           MaxDistance = 100.0;  
           }; 
        

 

You can read more about this release here.

GameDev News


8. March 2016

 

A new version of the popular open source Tiled Map Editor was released today, Tiled 0.15.2.  Unless you happen to be Portuguese or Turkish (who received new translations in this update), there isn’t really a ton new in this release:

 

This small patch release ships with added Turkish translation and an updated Brazilian Portuguese translation! There are also some fixes, though they are more on the cosmetic side.

  • Added Turkish translation (by Nuri Uzunoğlu)
  • Fixed hiding of object labels when deleting an object layer
  • Fixed updating of object label colors when changing object types
  • TMX: Added image size attributes to image layer images
  • Updated Brazilian Portuguese translation (by Laete Meireles)

The Tiled itch.io page3 has been updated with the new download links.

In the meantime, many features have been added on the development branch during January and February. And since editing of external tilesets1 is becoming a huge change, I plan to make a Tiled 0.16 release available in the coming weeks, so stay tuned!

 

If you are interested in learning more about Tiled, we have done an in-depth tutorial series here on GameFromScratch, that should get you up and running with ease.

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