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24. June 2020


The Defold Game Engine (complete tutorial available here), recently transferred to the Defold Foundation, just announced support for the Nintendo Switch platform.

Details from the Defold website:

The Defold Foundation today announced the immediate availability of Nintendo Switch support for the Defold game engine. Nintendo Switch is the first console supported by Defold. Approved Nintendo Switch developers can request access to Defold through the Nintendo Developer Portal. Access will be granted to Defold community members with Nintendo Switch included in their membership tier. Source code access is available as a separate membership tier.

“When the decision was made to work on console support for Defold it was an absolute no-brainer to start with Nintendo Switch. Not only had our community asked for Nintendo Switch support for quite some time but the capabilities of Defold also seemed perfectly suited for the Nintendo Switch. It also turned out to be very easy to port to the platform and it was a real pleasure to work with the Nintendo Switch SDK. We can’t wait to play some great Defold games on Nintendo Switch!””, said Defold Product Owner Björn Ritzl.

Nintendo Switch support is available to Defold backers, although it also requires a Nintendo developer account.  You can learn more details about Nintendo Switch support here and by watching the video below.

GameDev News


29. May 2020


Today we are talking about Heroic Lab’s Nakama.  Nakama is an open source (as well as hosted and managed) solution for the networking side of the game development side of game development.  In October of 2019, Heroic Labs became a premium sponsor of the Godot Game Engine. This week Heroic Labs announced they are now sponsoring the recently open sourced* Defold Game engine.

Details from the Heroic Labs blog:

Today we are pleased to announce that Heroic Labs has joined the Defold Foundation as their first corporate partner in order to further support and expand open-source tools within the game development community.

The Defold Foundation has been formed to maintain and grow the newly open-sourced Defold game engine which was originally created by one of the world’s leading interactive games companies, King Digital Entertainment, to power their incredibly popular titles.

This partnership with the Defold Foundation has enabled us to join forces to create an open-source client library that integrates Nakama and Defold tightly together to enable developers to take advantage of the full range of client APIs found within Nakama including authentication, matchmaking, leaderboards, multiplayer, realtime chat, and much more.

At Heroic Labs we are firm believers in open-source tools and software being the future of game development; with the steady increase in the popularity of gaming, specifically online and social play, developers need access to tools that enable them to move quickly and provide the most engaging experiences to their players regardless of platform without service lock-in.

You can learn more about the Nakama server here and browse the available open source solutions on GitHub.  Learn more about Heroic Labs and Nakama in the video below.  If you want to learn more about Nakama, unfortunately we do not have a tutorial on the subject, but Nathan at GDQuest does, check it out.

*source available, not technically open source as per OSI definitions.

GameDev News


19. May 2020


The Defold game engine is now open sourced under the Apache open source license.  The source code is now available on GitHub and Defold development is now controlled by the newly created Defold Foundation.

EDIT – The above contained an error.  The license is not Apache, it’s Apache derived.  This is unfortunate as Godot creator @reduzio points out:

image

The alteration from the Apache licenses appears to be this limitation:

a) You do not sell or otherwise commercialise the Work or Derivative Works as a Game Engine Product

I can understand the desire for this limitation, but I do not think it is worth it.  Edit over, back to the announcement!

Details of the open sourcing:

We are happy to announce that as of May 2020 Defold, the ultimate cross platform game engine, has been transferred to the Defold Foundation and made available as a free and open project with a permissive license! We believe this move will bring transparency to the development process and we invite our community members to get involved.

We have covered Defold extensively in the past, including this more recent step by step tutorial using Defold 2.x as well as this older more comprehensive tutorial series.  You can learn more about the Defold Engine and the Defold Foundation in the video below.

GameDev News


28. April 2020


Welcome to another NewsFromScratch game development news round-up. Today we have 3 different game engine releases, Phaser, Defold and Verge3D.

Phaser 3.23 Released

This release of the Phaser open source HTML5 game framework brings an important milestone in reaching 100% coverage of the entire API, including private members. This task also resulted in better Typescript bindings as well. New features were also added to the framework, including a new Rope object for deformation effects.

Defold 1.2.168 Released

The Defold game engine is a free and cross platform Lua powered game engine. It just received a minor update in the form of the 1.2.168 release, which includes the ability to run the engine while iconified, as well as finer tune control over URL handling. If you want to learn more about Defold, be sure to check out our Defold Crash Course tutorial hosted over on DevGa.me.

Verge3D 3.1 For Blender Released

Verge3D is an engine for exporting Blender scenes to the web, while adding logic using their simple Puzzle system. This release adds support for VR Controllers, new Vector logic blocks, an improved physics engine including a new lighter and faster WebAssembly version and more. You can check out Verge3D for Blender in action here.

You can learn more about all three releases in the video below.

GameDev News


2. April 2020


The Defold game engine is a free cross platform 2D focused game engine from King, we previously covered here and here as well as a video tutorial here.  The Defold team recently released an update on the future roadmap of the Defold game engine.

Details from the Defold blog broken down by engine category:

iOS

We will continue to keep the iOS platform support up to date with the latest iOS versions and requirements. Specific iOS tasks in no particular order:

Metal

Apple has announced that OpenGL will be deprecated on iOS and macOS, but no date has been announced. We have worked during 2019 to add a new Vulkan based graphics backend. This work is nearing completion and it will allow us to use MoltenVK on iOS and macOS. MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple’s Metal graphics framework, enabling Vulkan applications to run on iOS and macOS. We have worked together with members of the Khronos Group to benchmark our implementation and have received only a few points of improvement.

Sign in with Apple

Apple will require that apps that authenticate or set up user accounts must support Sign in with Apple (SIWA). The deadline is June 30, 2020. We will release SIWA support through a native extension in Q2 of 2020. The extension has been developed at King and has already been tested in production.

Storyboard launch screens

Apple will require that apps use Xcode storyboards as the app’s launch screen. The deadline is June 30, 2020. We will automatically create a launch screen storyboard from the launch images set in game.project.

Android

We will continue to keep the Android platform support up to date with the latest Android requirements. We are collaborating with the Android and Google Play partnership teams to identify important tasks. The top four tasks in order of priority are:

Billing

Google Play Billing is a service that lets you sell digital content on Android. We will add support for the new Billing API via the existing IAP extension.

Google Play Game Services

We will continue to improve on the existing Google Play Game Services extension to ensure that it supports all of the latest features of Google Play Game Services.

Android App Bundles

Android App Bundle is a publishing format that includes all your app’s compiled code and resources, and defers APK generation and signing to Google Play. Google Play uses your app bundle to generate and serve optimized APKs for each device configuration, so only the code and resources that are needed for a specific device are downloaded to run your app. We will initially add support for basic bundling of applications using Android App Bundles and then expand upon the feature as needed.

Google Play Instant

Google Play Instant enables native games to launch on devices running Android 5.0 (API level 21) or higher without being installed. By allowing users to run an instant game, known as providing an instant experience, you improve your game’s discovery, which helps drive more active users or installations.

HTML5

We will focus on increased performance and reduced application size on HTML5. We will when possible update to newer versions of Emscripten and WebAssembly to achieve this.

Desktop

On desktop our only identified focus area is to add the ability to run the engine loop while the window is in the background.

Editor

We will mainly focus on performance and stability improvements in the editor. In terms of new features we have identified the following (in no particular order):

Improved 3D support

In 2019 we added support for perspective cameras and made some improvements to how collision shapes were visualised. These changes made it easier to work with and place 3D models in a collection, but there are still many improvements to be made to scene navigation when working in a 3D.

Auto-tiling

While we did some minor improvements to the tilemap system in 2019 (better tile palette and interleaved layers) we have so far left out auto-tiling. Auto-tiling can really speed up tilemap editing and it is the next big feature to add for the tilemap editor.

Editor extensions

We plan to expand the existing system for editor scripts to allow for more complex operations and we will look at how to customize the UI and/or add new UI widgets using editor scripts.

GUI layouts and templates

The system with GUI layouts and templates where one or both involve value overrides is fairly complex and hard to work with from a code maintenance perspective. We plan to review the system and possibly simplify it.

Engine

In 2019 we made several changes to improve editor stability. Two examples of this were reduced ANRs on Android and a standardized application loop on iOS. In 2020 we will continue to identify and fix stability issues in the engine. Besides stability improvements we will also work on the following features (in no particular order):

Sound threading

Sound playback is currently done on the main thread together with the rest of the game loop. This can become a problem if loading large resources while playing sound, resulting in playback stutter. The solution is to do sound playback on a separate thread to avoid stutter when loading content.

Physics decoupling

Physics is currently running at the same rate as the rest of the game loop. We will try to decouple the physics simulation from the game loop by running the simulation on a separate thread and optionally with a different number of updates per second.

Spine as an extension

We will look into the possibility of using the official Spine runtime as an extension and a replacement for the existing custom made native Spine support. This will allow the use of newer versions of Spine, something that currently is not possible with the existing and custom Spine runtime.

Physics as an extension

We will look into the possibility of moving the Box2D and Bullet3D physics engines to a native extension. This will allow the community to update or replace the physics simulation with an update version or completely different implementation.

Live update

We’re very happy to see that the live update functionality is used in several different scenarios (from Android Expansion Files to Steam DLCs). We have with the help of the community identified several improvements and we plan to deliver the most critical improvements in 2020.

Mesh component

The custom mesh component will be released in Q2 of 2020.

Vulkan

We will release support for Vulkan on all systems where it is supported. On Android it will be used by default on newer devices. On iOS it will be used under the hood to be able to use MoltenVK (see iOS above).

Build server

The Defold build server for native extensions will be open sourced in Q2 of 2020 to allow developers to build locally or set up their own build servers to cut the dependency to the Defold provided build service.

You can learn more about the Defold Game engine roadmap in the video below.  The tutorial mentioned in the video is open source and available here on Github.

GameDev News


See More Tutorials on DevGa.me!

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