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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.

GameDev News Design


1. March 2016

 

Starling is a flash based game engine, perhaps most famous for Angry Birds.  For some time the primary maintainer has been quietly pounding away on the next version.  Today (actually a couple days ago, this news item slipped through my net, sorry about that) Starling 2.0 is available and it’s a pretty extensive update.  Behind the scenes there were a number of fundamental changes, such as the addition of a mesh class as well as the addition of render cache.

The render cache has a pretty profound effect on CPU load, as illustrated by this graphic demonstrating Starling 1.7(upper) vs 2.0(lower) CPU usage:

 

The filter API was also rewritten, to make use of the new render cache and improve functionality.  Finally there were several convenience changes:

  • The TextField class is now accompanied by the new TextFormat. The setup is quite similar to classic Flash — but without the pain of constantly having to re-assign the format for changes to show up. In Starling, when you change the TextField's format, it's going to be updated right away!
  • The TextField class also includes a new wordWrap property.
  • The Image class contains two new properties: scale9Grid and tileGrid. For Feathers-users, this will sound familiar: they replace Scale3Image, Scale9Image and TiledImage.
  • All Display Objects can now be scaled uniformly with a single property: scale.
  • My personal favorite: the new pixelSnapping property, which is enabled per default, makes sure that all objects are rendered as sharp and crisp as possible. No more casting to int to avoid blurriness!
  • You can now attach "frame actions" to MovieClips, i.e. code to execute at certain frames.
  • The Pool provides simple object-pooling for standard classes like Point, Rectangle andMatrix.
  • The juggler now supports uint handles for IAnimatable removal, which prevents nasty pooling bugs.

Full details of the release are available here.

GameDev News


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