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23. May 2019


Scirra announced today that they will be adding JavaScript language support to their currently codeless cross platform game engine, Construct 3.  We did a hands-on video on Construct 3 shortly after it was released, and the lack of scripting support was one of my biggest complaints.

Details of the new scripting support from the Construct blog:

We are well aware that not programming has been central to the design of Construct since Construct 2. We know many of our users will have chosen Construct specifically for this reason. Some may even have no intention of ever using coding. We're still committed to this approach and also fully intend to keep developing features for events. So why are we doing this?

At Scirra we've always aimed to help get more people involved with and excited about technology. We want to make amazing tools that make incredible technologies accessible to all, allowing them to be active creators rather than passive consumers. With the rising profile of technology in the world today and more people than ever getting involved with technology and programming, we think this is an important step towards that goal.

Details about price:

Once we're ready to launch it, the scripting feature will be sold as a separate add-on for Construct. However anyone who's ever had a Construct 3 subscription - of any kind, past or present - will get the scripting add-on for free, for life, at no additional cost. Currently this still applies to new subscribers too, so if you want to use the feature and have been thinking about subscribing, you'll save money if you subscribe now! We'll announce the cut-off date for this offer in the near future.

Details about the timeline:

We are aiming to have an early version of the scripting feature in the next beta release of Construct some time in the next couple of weeks. If you're already a subscriber, you'll be able to test it as soon as the next beta. The feature will continue to develop and expand over time, and we'll likely have more news about it in future. So stay tuned and we look forwards to seeing what you can all do with it!

GameDev News


11. May 2019


The Phaser HTML game framework just released version 3.17.0.  Phaser is an excellent open source MIT licensed 2D game framework.  If you are interested in getting started with Phaser, we have a tutorial video to get you started available right here.

The headline features of the 3.17.0 release include:

  • New Shader and BaseShader game objects make it even easier to use shaders with Phaser
  • DOM element game object to integrate DOM UI elements into your game
  • Camera Masks, for creating easy camera special effects

There are of course dozens of other improvements so be sure to read the full release notes here.  The complete change log is available here.  Phaser is available here, while the source code is available here.

GameDev News


1. May 2019


The PixiJS HTML5 2D rendering library just had their first release in almost 2 years, with the release of PixiJS v5.  PixiJS is an open source, MIT licenses library available here on Github.

The v5 release experienced a great deal of internal refactoring to improve modularity and performance but also resulted in a 20% reduction in size compared to v4.  The API however stayed relatively uniform so migration shouldn’t be difficult, with a supporting migration guide available here.  The new version includes new sprite batching support that should have a pretty profound effect on drawing several different sprites.  The Graphics object also received a few new tricks such as now being cloneable, supporting holes, texture fills and more.

Perhaps the biggest new feature is the new mid level API that has been added, that Pixi itself builds on top of.  Describe in the announcement blog like such:

Ok so I saved the best till last as I think this isn’t far the coolest part of v5. The midlevel API. We created an API that basically abstracts as much of WebGL as possible but still keeping all the power, giving you guys the power to create awesome WebGL that is automatically optimised for you!

In fact all of v5 is built on top of this API. Expect a more detailed post and examples for this one soon.

Additionally, the community created an excellent new tool in the form of the browser based Pixi Playground, a complete editor and runtime environment for playing with Pixi applications.

GameDev News


25. April 2019


The folks over at Humble are running another bundle of interest to developers, especially those working on web games.  They are running the Humble Full-Stack Web Development Bundle, a collection of courses from Zenva.  The courses cover the gamut of web development, both on the front end as well as back end systems and it includes a couple courses specific to developing games.  As always the Humble Bundle is organized into tiers, buy a higher tier and you get all the lower tiers included.  The contents of this bundle include:

1$ Tier

  • Intro to Bootstrap
  • Intro to Next.js
  • Bite-Sized HTML
  • Bite-Sized CSS
  • Bite-Sized JavaScript


19$ Tier

  • Create Interactive Pages with JavaScript and the DOM API
  • Advanced JavaScript and ES6
  • Express for Beginners
  • TypeScript for Beginners
  • Bite-Sized jQuery
  • Bite-Sized HTML5 Game Development
  • The Complete Responsive Web Design Course
  • Learning Angular by Creating a Web Application


25$ Tier

  • Responsive Admin Pages with Semantic UI
  • Node.js for Beginners
  • MongoDB for Beginners
  • Server-Side Rendered Webapps with Node.js, Express and MongoDB
  • Create REST APIs with Express and MongoDB
  • Build Web Applications with React
  • Intermediate React and Redux
  • Introduction to GraphQL
  • Git and GitHub Version Control and Collaboration
  • AWS Deployment for Node.js Applications
  • Azure Deployment for Node.js Applications
  • Project Based Next.js Games Website


As with all Humble Bundles, you get to decide how your money is allocated, between the creator, Humble, charity (the World Wildlife Foundation or The V Foundation are featured this bundle)  or using this link even supporting GFS (thanks!).  Check out the video below to see how the bundle works, how to redeem your code and hands-on with a sample lesson from the courses.

GameDev News


5. February 2019


Phaser 3.16 has just been replaced, and this is the biggest update in Phaser 3’s history, finally bringing the open source HTML5 game frame work 100% feature completion.  Major aspects of this release include a new ScaleManager for multi-resolution support, a complete overhaul to the input handling systems (keyboard, touch and mouse), the ability to dynamically load scenes, improved documentation and Typescript definitions, hundreds of fixes and much more.  This release also contains several breaking changes, so be sure to take a good long read through the changelog before upgrading your existing Phaser 3 application.

I'm pleased to announce that Phaser 3.16 is now available. This version represents a significant milestone in the project as Phaser 3 is now 100% feature complete with all of the initially planned systems now in place. The most significant additions in 3.16 is the overhaul of the Input event handling, the long-awaited introduction of the Scale Manager, and the Extern Game Object, which allows for 3rd party rendering support, as required by Spine. Spine animation support is being handled exclusively through a Phaser Plugin. The current build of the Spine plugin can be found in this repo in the plugins folder, along with examples in the Phaser Labs. The Spine plugin will be developed independently of Phaser in the coming weeks.

This is the single largest update of Phaser 3 yet, and as such, there are breaking changes. I have painstakingly listed all of them in the Change Log, so please do read it if you're upgrading from an earlier version. I know there is a lot to take in, so I'll be covering the new features in the Phaser World newsletter in the coming weeks.

The first post-3.16 release of Phaser World is out now and available here, with this episode discussing the new Input System and external scene loading functionality.  We did a complete Getting Started tutorial shortly after Phaser 3 was released, which is now quite out of date.  I am considering doing a Phaser tutorial series in the same vein as the recently completed Godot tutorial, would you like to see this?

GameDev News


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