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19. June 2019


The HTML5 2D game framework Phaser just released version 3.18.0.  This release includes large rewrites to the Input API, as well as adding Multitouch support, Mouse Wheel support and more.

Details of the release from the Phaser blog:

After another month of hard work, we're very happy to announce the release of Phaser 3.18. In this release we took the time to rewrite large chunks of the Input API. This allowed us to fix a number of issues that had arisen, as well as optimizing the internal event flow. Native support for complete Multi-Touch support, Mouse Wheels and more advanced Pointer Button handling are now available. The whole API is smaller and tidier after the clean-up, which is always a good thing.

We've also added lots of other features and updates, including better Matter physics constraint handling, Arcade Physics improvements, Audio decoding events, Text justification, new Bounds methods and a lot, lot more. As usual, it doesn't end there, though. You'll find hundreds of great new features, updates and fixes.

Phaser is available for download on GitHub.  Documentation has also been updated to the 3.18.0 standard and is available to read here.  There is more to the release than shown here, read the full release notes for complete details of this release.  If you are new to Phaser, be sure to check our introduction available here.

GameDev News


10. June 2019


Construct beta r153 has just been released.  Construct is a “codeless” HTML5 based game engine that runs entirely in your browser.  The major feature of this new update is the new ease curve editor which can be used for tweening timelines.  Addition you can now use both local and global variables in scripts in events.

Details from the release notes:

New Features:

  • Custom easing curves to use with timelines

New Additions:

  • Use custom easing curves in with the tween behavior

Changes:

  • Consistently lowercase filenames on export to avoid case-sensitivity issues
  • Also warn on Remote Preview if images over 4096 pixels big are used (previously only warned on export)
  • Animations Editor: Pasting a color into the color inputs of the color palette now changes the alpha to 255 if it was previously 0

Bugs Fixes:

  • Animations Editor: Background of the animation preview dialog was different to the background of the main panel
  • Animations Editor: Content pasted twice when using the rectangle select tool
  • Animations Editor: Possible crash while using the rectangle select tool
  • Animations Editor: Colors not updated properly after pasting into the HEX color input of the Color Palette
  • Tween Behavior: Runtime crash when destroying the instance affected by a tween which had not yet finished playing
  • Attempting to copy in the text editor incorrectly triggered a paste action
  • Disabling a built-in function block could prevent the project running
  • Fix crash closing Find Results or Bookmarks bars (regression in r151)
  • Unintentionally could drag view up and down with touch on iOS (regression in r151)
  • C3 runtime: keep Multiplayer hosts alive even when browser window minimised
  • Event sheet view: preserve trailing newlines in comments
  • Runtime: context menus accidentally blocked on form controls (regression in r152)

Scripting Updates:

  • Asset APIs to load external scripts & WebAssembly modules
  • New 'Loading external script & WebAssembly' example
  • Access global variables in event sheets via runtime.globalVars
  • Access local variables in event sheets via localVars in script actions/blocks
  • runtime.setReturnValue() function to make it easier to return script values from event functions
  • Script interfaces for layouts and layers
  • Editor now validates JavaScript code in your project before preview or export, prompting you to fix syntax errors
  • Debugger CPU profiler now separately measures time spent in scripts
  • Added warnings for unused variables, use-before-initalise and assigning to constants

GameDev News


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


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