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2. February 2019


In the February release of free Unreal content, two assets stood out in particular.  One was the CCG Toolkit, a card game creation kit covered here, as well as the Platformer Kit 2D.  Both are interesting projects because they illustrate how to create non-traditional style games in Unreal Engine.  The Platformer Kit is described as:

The 2D Platforming Kit is the ultimate tool for creating action platforming titles!  Includes a fully customizable player character complete with 21 animation states and editable parameters for every individual action. Features multiple heavily commented blueprints that allow for easy customization .

With the following features:

Movement System

  • Full On-screen touch controls
  • Customizable movement speed,acceleration and more.
  • Sprint
  • Multi/Wall Jump
  • Wall Slide
  • Dash
  • Ladders

Combat System

  • Melee Attack and Ranged Attack
  • Timed Block
  • Multiple enemy varieties
  • XP and level-up
  • Collect and swap weapons
  • Timed Power-ups Item Drop System

Others

  • Collectables
  • Moving Platforms
  • Save/Load Game
  • Enemy loot Drops
  • Floating Combat Text for player & enemies Health & Damage System
  • Dynamic Health HUD for the player & enemies
  • Fully Functional damage system
  • Colour tinting, temporary invulnerability and knock-back effects after taking damage
  • Audio SFX
  • Menu System

The content is only free until the end of February 2019, so be sure to “buy” it now.  The kit is available here on the Unreal Engine marketplace.  Once it is “purchased” it is yours forever.  We go hands on with the Platformer kit in the video below.

GameDev News


27. January 2019


We just published a brand new 18 part text tutorial series over on DevGa.me, Getting Started with Godot Step by Step Tutorial Series.  This tutorial walks you through theEBookCoverA4Format entire game creation process using Godot 3.1, from creating your initial project, to publishing your game with details step by step instructions and screen shots.  Even better it’s got professional quality art assets from Game Developer Studios and is completely open source!

The tutorial consist of:

Getting Started with Godot

Setup and Project Creation

Creating your Title Screen

Playing Background Music

Global Data via Autorun

Creating a Simple UI

Creating the Main Game Scene

Creating Parallax Clouds

Creating the Player

Handling Input

Add a Scene Animation

Creating Bullets

Creating the Enemies

Configuring the Collisions

Populating the Game World

Adding Shooting to the Game

Making Things Explode

The Final Code

Building your Game for Windows

If you need more detailed information on any subject we cover, be sure to check our existing Godot 3 Tutorial series, that goes into much more technical detail.  There will be a step by step video version available shortly.  There is also a 70pg PDF version of this tutorial available for Patreons.

Programming Art Design


25. January 2019


With the recent announcement that Allegorithmic is being purchased by Adobe suddenly one of the most asked questions is “what is the best alternative to Substance Painter”?  Sadly, no direct replacement exists, Substance Painter was a pretty one of a kind program.  Fortunately there are a number of other PBR texture painting packages available.  We also look at a few PBR texture generation alternatives for Substance Designer.


Substance Painter Alternatives


Substance Designer Alternatives


For more details on each of these packages, be sure to what the video below.  Did I miss a program?  Let me know and I will add it to the list!  Also let me know if you want me to take a closer look at any of the above packages.

Art General Design


18. January 2019


Inkscape have hit a major milestone with their first public 1.0 release, Inkscape 1.0 alpha 1.  Inkscape 1.0 comes with several new features, not the the least of which is improved performance. 


Key features from the Inkscape WIP release notes:

  • Themeing support
  • Origin in top left corner (optional)
  • Canvas rotation and mirroring
  • Better hidpi screen support
  • Control width of PowerStroke with pressure sensitive graphics tablet
  • Fillet/chamfer LPE and (lossless) Boolean Operation LPE
  • New PNG export options
  • Path operations and deselection of a large number of paths are much faster now
  • Variable fonts (only if compiled with pango library version >= 1.41.1)

Along side the 1.0 alpha, Inkscape 0.92.4 was also released:

  • Align multiple objects as a group relative to a single object
  • Write image data to standard output and read from it
  • Experience extensions working faster within complex documents
  • See improved speed when deselecting a path with many nodes
  • Ungroup text elements won’t result in changed font size of children
  • Able to print and / or print correct paper size with printers (especially Canon, EPSON, Konica Minolta)
  • See improved performance of the measure tool when grids are visible
  • See proper opacity of partially transparent embedded bitmap images in PDF export
  • Able to Shift/Ctrl-click on control handles of shapes without crashing
  • Build Inkscape with up-to-date poppler library 0.72.0 – useful for Mac users building with Homebrew

For Windows or Mac users, you unfortunately have to build the 1.0 alpha from sources available here, with build instructions available here.

GameDev News Art


8. December 2018


The open source Duality game engine just received a 3.0 release.  The duality engine, that we featured previously in the Closer Look series is a complete 2D game engine built on top of a C# framework that also includes a comprehensive game editor, a modern component based design, as well as good documentation and a decent sized community.  The only real flaw I can think of is that it is currently Windows only, so that limits the audience to a certain degree.  The 3.0 release is loaded with features, the largest of which is due to the complete rewrite of the rendering pipeline and underlying design, which resulted in a more modern shader based approach and up to a doubling of per frame performance.

Highlights

Rewrote the entire rendering pipeline, allowing massive improvements in efficiency, ease of use and feature coverage while at the same time shifting towards more modern, shader-focused rendering techniques.

  • RenderSetup resources allow replacing how Duality renders a frame, providing a simple entry point for pre- or post processing steps, as well as completely customized rendering behavior.
  • Self-contained scenes allow using Scene resources as isolated simulation spaces independently of the active main scene.
  • Focus on performance and a more data-oriented design of both rendering and update cycles. A worst-case rendering benchmark comparing v2 and v3 performance went down from 13 ms to 6 ms per frame, as well as 2000+ (gen0 to gen2) GC collections per minute to about 5 (gen0) collections.
  • Refactored core API, replacing many “first iteration” designs with more streamlined ones. The most prominent example might be the deprecation of manual context checks in ICmpInitializable in favor of a simple OnActivate / OnDeactivate method pair, but many similar improvements were done as well.


Be sure to check out the full change log, as the above summary only scratches the surface of what’s new in this release.  As mentioned earlier, the Duality game engine is open source and available on Github.  If you want to see a quick hands-on introduction to Duality, be sure to watch the video embedded below.

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