Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
29. November 2012

 

Alright, in the what not to do with DRM category, this one rates right up there with the Sony rootkit fiasco.  The popular game development program GameMaker by Yoyo Games recently released a DRM update, that resulted in this happening to some paying users assets:

 

(Image source reddit user passa91)

 

Oh and for the record, those changes are permanent… it isn’t some overlay they’ve done, GameMaker actually physically altered the source images.  The story was originally broken on ArsTechnica and is currently being discussed on reddit.

 

Also from the comments on reddit ( completely unconfirmed by the way ) is this scary comment:

Also this admission from developer Mike on the forum:

For those who CAN afford it, but find it just as easy to copy it. Well, rest assured, we know the games which get made, and if something does well.... I'm sure we'll be in touch.

In other words, all games compiled with GM Studio report back to YoYo HQ. Not cool, at all.

 

You know what, I’m all for protecting your product, but that combined with this horrible screw up, let’s just say Yoyo really ought to rethink their strategy on DRM!

 

Where you effected?  Does this misstep discourage you from ever using GameMaker in the future?  At the very least has this taught you a lesson in backups and version control?

News


14. November 2012

 

Ok… is it engine release day? 

 

Anyway, again the title says it all, CryEngine 3.4.3 was released today.  If you are un-aware, CryEngine is a 3D game engine like UDK or Unity, which is available for free to get started ( 20% royalty on shipped titles ).  In addition to the FarCry series of games, Mechwarrior Online is powered by CryEngine.  If nothing else, this engine is capable of creating extremely pretty games!

 

Top Features:

  • Dedicated Server
  • Revamped Launcher menu
  • Sandbox Welcome screen, link to docs & smart open
  • Terrain precision/smoothing improved
  • Many tweaks/fixes/cleanups to the Sandbox UI
  • SSAO improvements
  • Improved SSR
  • Terrain shadow casting support
  • Box projected cubemaps
  • Improved DX9 support for Environment Probes

 

Other than the briefest look, I haven’t looked all that closely at the CryEngine SDK.  Therefore I have no idea if this is a big release or not…  dedicated server sounds like a handy addition…

 

 

Anyway, you can read full details here.

 

You can download it here.

News


14. November 2012

Title pretty much says it all, Unity 4 is now available.  Not a huge shock given the beta release announced two weeks ago.

 

The key new features are:

  • Direct X 11 rendering
  • New target platform: Flash
  • New target platform: Linux
  • Updated image effects including
    • New water shaders and prefabs
    • Render to texture effects
    • Full screen effects such as Depth of Field, Color correction, lens effects, etc. (Pro only)
  • Shuriken particle system
  • Lightmap Baking
  • Mobile profiler (Pro only)
  • Cross platform font rendering
  • Hardware cursor api
  • New project browser with fast integrated search

 

Unity Pro is priced at 1500$.

Unity “Base” is still free.

iOs, Android and Flash are each 400$.  Linux appears to be included in the base package.

No details given on upgrade pricing.

 

 

For more details click here

 

My personal 2cents, it doesn’t really look like a full version upgrade to me.  The new targets were announced in 3.x, at first glance I’m not really seeing any reason to upgrade.  What do you think?

News


6. November 2012

 

Windows Phone 7 was a pretty capable platform that never really took off, especially when it came to game support.  Of course, market share is a big part of the reason was the lack of applications ( although it is easy to get in a chicken and egg argument, whether market share suffered because of the lack of app support, which suffered because of the lack of market share… ).

 

With Windows Phone 8 however, Microsoft have rectified at least one of these problems.  You can now compile native C++ code.  This means a gigantic collection of existing libraries can be ported to or now target the platform.

 

And ported they have been, here is the list to date.  Keep in mind, pretty much every single project that runs on Windows 7 will run on Windows 8 Desktop, so “Windows 8 support” is a pretty meaningless statement.  The following are all products that will support Windows RT, the artist previously known as Metro.  Or in more simple terms, you can use the following to make games for ARM powered Windows 8 devices.

If I have missed any, please let me know!

 

cocos2d-x

http://www.cocos2d-x.org/news/76

Construct2

https://www.scirra.com/blog/99/make-windows-8-games-with-construct-2

GameMaker

http://www.yoyogames.com/gamemaker/studio/multiformat/windows8

GameSalad

http://gamesalad.com/creator/windows-8

Havok

(All products) http://www.havok.com/news-and-press/releases/havok-showcase-full-technology-suite-windows-8-windows-rt-and-windows-phone

Marmalade

http://www.madewithmarmalade.com/press/cross-platform-games-apps-sdk-marmalade-announces-support-microsoft-windows-phone-8-q4-2012

MonoGame

http://monogame.codeplex.com/

Ogre3D

http://www.ogre3d.org/2012/10/30/ogre-now-supports-windows-phone-8

SharpDX

http://sharpdx.org/news/new-version-2-4-0

Shiva3D

(road map only at this point)

http://www.shivaengine.com/developer/2290-the-shiva-2012-13-roadmap

Unigine

http://unigine.com/devlog/2012/07/20/100

Unity

http://blogs.unity3d.com/2012/10/30/unity-windows-phone-8-demonstrated-at-microsoft-build-conference/

Unreal/UDK

http://blogs.nvidia.com/2012/08/nvidia-brings-unreal-engine-3-to-windows-8-and-windows-rt/

 

 

Somewhat related or slightly less game oriented products that added Windows 8 support

 

Appcelerator Titanium

(Q1 2013)

http://thinkmobile.appcelerator.com/press-releases/bid/236017/Appcelerator-Empowers-the-Mobile-Developer-Community-With-Even-More-Choice-and-Flexibility

appMobi

http://www.appmobi.com/?page_id=453

PhoneGap/Apache Cordova

http://phonegap.com/blog/2012/10/30/announcing-apache-cordova-support-for-windows-phone-8/

Design Programming


12. October 2012

 

I have been following RIM’s Gameplay 3d engine for some time now and they have been improving it at a pretty impressive rate.  Well, they just announced the release of version 1.5.  If you’ve never heard of Gameplay, it is a cross platform mobile game development kit written in C++, but scriptable in Lua.

 

Gameplay3d currently supports the following targets:

  • BlackBerry 10 and PlayBook 2.0 (using BlackBerry Native SDK)
  • Apple iOS 5.1 (using Apple XCode 4.3.2)
  • Google Android 2.3+ (using Google Android NDK, SDK API level 9+)

 

And can be developed using the following platforms/compilers:

  • Microsoft Windows 7 (using Microsoft Visual Studio 2010)
  • Apple MacOS X (using Apple XCode 4.3.2)
  • Linux (using CMake or CodeBlocks 10)

 

As to what’s new in 1.5:

  • Linux support. (tested on Ubuntu 12)
  • CMake support for makefile generation for Linux.
  • CodeBlocks 10 IDE support for Linux.
  • Gamepad controllers support for desktops.
  • Touch gesture support for tap, swipe and pinch.
  • Vehicle phyics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
  • Adds new racer sample (sample06-racer).
  • Adds gameplay-tests project as a test app for various basic engine features with some initial tests.
  • Adds support for Scene files for wildcard identifiers.
  • Adds Visual Studio Plug-in support for BlackBerry PlayBook and BlackBerry 10.
  • Adds configurable multi-sampling anti-aliasing support.
  • Adds updates to latest FBX SDK 2013.3.
  • Adds file formats documenation for game.config .scene, .material, .animation, .physics, .particle
  • Adds Game/Platform::canExit for testing device capabilities to quit. (only ios)
  • Web community forums at http://www.gameplay3d.org/forums.
  • Changed keyTimes from unsigned long[] to unsigned int[]. (breaks compat. in AnimationTarget and Animation::Channel)
  • Fixed inconsistencies from Bundle::getObjectID() to Bundle::getObjectId() (breaks compat. in Bundle)
  • Fixes the texture coordinates of Mesh::createQuad(float x, float y, float width, float height).
  • Fixes line-wise distortion when loading RGB png's into texture that are non-power of two.
  • Fixes inconsitencies in createXXXX methods. (breaks compat. in Scene)
  • Fixes Rectanngle::contains.
  • Fixes Lua print logging.
  • Fixes Lua errors to be treated as runtime warnings.
  • Fixes setVertexData to pointers instead of constant data.
  • Fixed AudioSource so that it doesn't loop by default.
  • Fixes minor UI scrolling issues.

 

And what’s in the works:

  • AI Pathfinding
  • Terrain and Water
  • Asset Pipeline improvements

 

You can download Gameplay on Github.  For a quick guide on getting started check here, it’s a bit old but should still be mostly relevant.

 

Good work Gameplay team!

News


GFS On YouTube

See More Tutorials on DevGa.me!

Month List