Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
17. January 2014

 

OK, right up front I’ll admit I was a bit asleep at the wheel on this bit of news, as it actually happened last week…

 

Anyways, Havok have released the 2D Toolkit for ProjectAnarchy.  Project Anarchy is a bundling of Havok game development tools for making mobile games, all completely free ( as in beer ).  They also somewhat recently announced indie friendly pricing for supporting desktop targets.  The core of Project Anarchy is the Vision engine, as well as several dedicated libraries Havok makes for Physics, AI, Animation, etc.  Many of these libraries are routinely used in AAA games.  If alt textyou are interested in learning more, I created a tutorial series shortly after PA was released.

 

The 2D toolkit aims at making 2D game development easier as the tools are primarily geared towards 3D development.  In Havok’s own words, 2D Toolkit is:

 

Although you can make 2D games with Project Anarchy out-of-the-box, it takes some custom code to get spritesheets working and doing basic 2D collision through LUA. This sample 2D toolset gives you a couple new entities and utilities to create 2D games entirely through LUA without having to write any custom C++ code. There is still a lot of work left before this can be considered polished, but this is the first step and we wanted to give you, the community, a first look at this so that you can provide us with feedback early on.

Features

  • Adds two new entities: Sprite and 2D Camera
  • Automated sprite generation using Shoebox
  • Runtime playback of spritesheets
  • Collision detection and LUA callbacks

 

The toolkit also ships with 3 samples, Shooter, Impossible and Physics.  This is very much a work in progress, with not all features yet available across all supported platforms.  The toolkit is open source and hosted on Github.

News


14. January 2014

I love seeing new game engines pop up, and this one just arrived on reddit.  It’s called Duality and it sounds kinda cool.

 

In the authors own words ( pretty much verbatim from reddit ):

 

What is Duality?

  • It's a 2D game engine that comes with a visual editor.
  • Both engine and editor are Open Source (MIT license).
  • It's all based on C# and OpenTK.
  • The frameworks architecture is built around a plugin system with hotswap support.
  • It is highly extensible, even without touching the original source code.
  • Work on this project began somewhere around November 2011. It's still in active development.

Duality1

 

Why does it exist?

  • My initial goal was to stop writing a new engine for every game I made, and instead create one framework that can serve as a basis for all of my future projects, regardless of genre or gameplay elements. This would allow me to spend less time on engine coding and more time on making games. Ironically, where I ended up is doing even more engine coding for quite a while - but by now, Duality has grown to be pretty usable, and I've developed a lot of projects just using it.
  • Duality exists, because I've always wanted a C# framework like this, but there was none that "had it all": Focused on 2D games, fast iteration times and visual editing, but at the same time free, Open Source and designed to be vastly extensible. While there are a lot of products on the engine market that do a really great job, most of them are still closed systems: Something that you might buy in a shop and use regularly, but wouldn't bother modifying, because it is generally a bad idea or downright impossible. On the other hand, Duality is kind of a construction kit.
  • Also, I have always been a fan of modding, i.e. being able to take an existing game as a player, and add my own stuff. One of the core ideas behind Duality is, that you, the developer, will use it to build your game and extend it wherever necessary. It's visual editor can serve as level editor, content database, sandbox and testing environment. When releasing your game - just leave the editor in there. It doesn't cost you anything, but your players get to use the same editing system you had: Duality, tailored exactly to fit your game.

 

Duality2

What can it do?

  • Content and Resource Management: Serialization, Importing and Updating Content, Custom Resource format using Binary or XML data, Friendly to Version Control systems, Robust in case of errors and old data
  • Scene Graph and Object Management: Component based GameObjects, Parent-child relations and transformation, Shared extensible Component interfaces, Scene queries
  • Audio: Playing and configuring sound effects and music, Streaming, Randomized sounds, 3D audio
  • Rendering: Camera based, Multiple Renderpasses, Postprocessing, Automated Batching and Z Sorting, Fake perspective using parallax scaling and scrolling
  • Physics: Based on a custom OpenTK version of Farseer Physics, Collision Detection, Rigidbody Physics, Visual Shape Editing
  • User Input: Keyboard, Mouse, Joysticks, Gamepads, Open to Custom Input methods
  • Visual Editor: What-You-See-Is-What-You-Get, Resource Hotswap, Plugin Hotswap, User Advice based on XML code comments, Extensive Dragdrop support, Multiple Views, Docking based on WeifenLuo library
  • A lot of other fancy stuff: Profiling, Logging, Text Formatting, Animation, Prefabs, Cloning, etc.

 

 

Where can I find more information?

 

What I don’t currently know is what platforms it runs on!  I am personally a fan of C#, so it’s always nice to see more options out there.

 

EDIT: According to the author, Duality is currently Windows only.  Being written in C# and on top of the OpenTK ( OpenGL for .NET ) libraries should make it fairly portable.

News Programming


6. January 2014

 

It started with GameMaker, now it seems more and more game development packages are being added to Steam, generally at vastly discounted prices.  Today we see Leadwerks Game Engine: Indie Edition has been added for $99.  On the website, Leadwerks is $199.  The question is, what is the limitiation of “indie edition”?  That’s the million dollar question.  It’s not a distribution thing, as they say in the Steam entry:

Your games you make are yours. Yours to play, yours to sell, yours to give away, and do as you please. You will never be charged royalties for any game you make in Leadwerks.

 

Anyways… about Leadwerks

Image Source

 

Leadwerks is a powerful and easy-to-use game engine for building any kind of 3D game. With a rapid development pipeline, Lua script integration, and plenty of learning materials, Leadwerks is the perfect way to make 3D games that look and feel amazing. Get started today making your own 3D games for Steam.

Key Features

Learn to Make Your Own 3D Games
We provide tons of documentation and video tutorials walking you through the steps to build your own 3D games. Leadwerks is the perfect pathway to go from total noob to pro game developer.


Advanced Graphics
Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems, for future expansion.


Built-in Level Design Tools
Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.


Integrated Lua Script Editor
We integrated Lua right into Leadwerks because of its proven track records in hundreds of commercial games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures your games will keep running fast as they grow.


Visual Flowgraph for Advanced Game Mechanics
Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

 

Personally, I’ve no experience with Leadwerks, so I can’t comment on what the engine is like.

 

editFound this post, with a bit more details on the limitations of Steam, sorta…

"Leadwerks: Indie Edition" will be launched on Steam January 6th.  This will be on Windows only, with support for Lua scripting.  The following groups will receive a free Steam key to add this product to their Steam account:

  • Leadwerks 3.0 customers who pre-order the upgrade to version 3.1.
  • New customers who pre-order Leadwerks 3.1.
  • All Kickstarter backers who backed Leadwerks for Linux for $49 or more.  (Even if you don't run Windows, hold onto this as the Linux version on Steam will have special features.)

Leadwerks 3.1 for Linux and Windows will be released together next, with the exact release date to be determined.  Leadwerks 3.1 for Mac will follow this, with mobile add-ons for iOS and Android coming last.  (There is no purchase necessary to upgrade the mobile add-ons from Leadwerks 3.0 to Leadwerks 3.1.)

 

Still not completely sure what that means in terms of limitations… does that mean the Indie edition is Lua only and targets only WIndows?  Or just that the Windows version is available?

 

edit2: Found this comment on the difference:

The standard edition is more expensive but includes C++ programming capability. That's important to some people, and for others it's not a big deal. Since we use a just-in-time compiler to make Lua execution fast, Lua alone is perfectly capable of making full games.

So, indie edition has no C++ support…  that’s a bit of a big difference to many people I should imagine.

News Programming


5. January 2014

 

There is a new entrant in the game engine space, the Godot game engine from Okam Studio.  The engine was apparently used for in-house projects and is over a decade in the making.  The editor runs on Linux, Windows and OSX and can target desktop, mobile, consoles as well as HTML.

godot1

godotss2.png

godotss1.png

 

From observation, the engine appears to be similar to Unity, but powered by C++.  It uses a custom scripting language that appears LUA like.

 

In the developers own words:

We’ll be opening a game engine that has more than a decade of work (and several iterations) as MIT license soon.

It’s not an engine made by hobbyists, this is a production tool used to develop and publish plenty of games for PC, Consoles and Mobile. It’s currently in beta stage, meaning it’s feature complete and fully usable, but lacks very little fine tuning and testing. It has a similar feature set to Unity (little less stuff on 3D front, much more stuff on the 2D front, debugging). and runs on all the popular desktop and mobile platforms, as well as on the web (through asm.js).

Unlike almost any other game engine with this level of features, the editor runs fine in Linux, as well as Windows and OSX, and supports one click deploy.

 

Apparently the engine is being released under the MIT open source license ( a very generous license ) and is undergoing polish before complete release.  If you are interested in early access, contact [email protected].

 

I’ll be keep an eye on this one… a C++ powered Unity like engine is sure to be interesting to many.  Not sure exactly when it will drop but for now we are … Waiting for Godot.

 

Ok… that was bad.   More details as I get them.

News Programming


19. December 2013

 

I just received the following email from Havok:

 

Project Anarchy December updates!

 

Havok

Happy Holidays Fellow Anarchists!

 

We can't believe how fast the year has gone by. We announced Project Anarchy in March, launched in June, and ended the Beta in November. Here’s a recap what's been going on:

Project Anarchy 2013.2.5 is Out!
Some highlights of the new release include:

  • vPlayer - replaces vSceneViewer and features an improved UI for debugging options and scene selection, improved interaction with vFileServe, better camera configuration, and a consistent interface and feature set across all platforms
  • New vGameSolution Creator – helps you quickly create a new Visual Studio project with all the necessary configurations for Windows, Android, and Tizen
  • A newly rewritten vFileServe tool
Additional enhancements to vForge: gui improvements, workspaces for sharing projects, improved rendering features, new file system classes, a new logging system and integrated documentation in vForge. Check out the release notes for more information.

 

Project Anarchy Mobile Game Dev Challenge

If you haven't entered the Project Anarchy Mobile Game Dev Challenge yet, you should! You can win up to $100,000! Also note, if you submit your game content by February 1, 2014 you’ll be eligible to receive feedback from Havok’s support team on how you can improve your game for final submission. We’ll also choose up to ten Early Submission Finalists to showcase and promote their games at Havok's GDC booth in March, and one lucky winner will get $10,000 cash (and will still be eligible to win the $100,000 grand prize)! Check out the details and sign up here!

We’ve Added Autodesk Scaleform for Free!
We’ve integrated the full version of Autodesk Scaleform software into Project Anarchy. Now you can design innovative user interfaces seamlessly across many platforms and use the Adobe Creative Suite to create menus, UI elements and 2D graphics. More details can be found here.

New PC Exporter License Available Q1 Next Year!

We announced the PC Exporter for Project Anarchy, allowing you to release your mobile projects on PC! Licensing will be available during Q1 next year, priced at $499 per seat.

Upcoming Events

  • January 15: Project Anarchy Open House at Havok. We'll be hosting an Open House night at Havok's San Francisco office for Project Anarchy users who want to share their games and get advice from the Havok team. If you are in the San Francisco area, be sure to swing by! You can RSVP on our Eventbrite page.

We'll check in with you next year!

-The Project Anarchy Team

 

PC Export for 500$?  Impressed!

News


AppGameKit Studio

See More Tutorials on DevGa.me!

Month List