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1. July 2016


There is a new release of Gideros, a cross platform Lua powered mobile focused open source game engine.  Release 2016.6 ( I like this naming convention by the way ) bringstumblr_static_gideros-mobile-small several new features and improvements including:

New features

  • Introduce a threading system allowing to launch tasks in background
  • New Pixel sprite, a simple and fast rectangular coloured sprite 
  • New Particles sprite (alpha), which allows to draw several identical dots or bitmaps with varying colour and orientation
  • Releases now include offline docs
  • New examples
  • Lua 5.1 ‘universal’ bytecode
  • UTF8 string library


  • Matrix object promoted to full 4x4 (3D) matrix
  • Matrix has sprite transform functions as well as direct scale/rotate/translate/multiply
  • Pixels can be retrieved from a render target through RenderTarget:getPixels()
  • Win32 target general improvements (fixed autorotation issue and UrlLoader now supported)
  • Shaders constants can now be set on a sprite by sprite basis
  • Viewport can now be used to render 3D scenes with different perspectives
  • Switched to QT 5.6 (fix multi monitor issues with gideros studio)
  • Updated luasockets to 3.0rc1 (for IPv6 access)


  • Allow to remove a shader from a Sprite through Sprite:setShader(nil)
  • Fixed concurrency issue in UrlLoader on Android, causing random crashes
  • Fixed Render target clear/clipping
  • Android fixed orientation issue on screen suspend
  • Fixed export complete dialog appears only after export is finished
  • Logical scale now applies to Z axis too
  • HTML5 fix mouse buttons reporting
  • Fixed blur shader example to be GL ES compliant


Gideros is available for download here.  You can read the release announcement here.

GameDev News

28. June 2016


Corona is a popular Lua powered mobile focused game engine, which just saw a new major release.  Major features of this release include Spine animation support and support for high DPI screens on both Windows and Mac.  There are several other new features however including:

Core and cross-platform features
Corona Simulator
  • High resolution screen support for macOS (retina) and Windows screens (DPI Awareness).
  • Console improvements.
  • Updates to file handling for opening projects, including opening directories and dragging files to the Corona Simulator icon to open projects.
  • native.showAlert() improvements on Windows.
  • The Corona Simulator now warns you if a plugin is required and needs configuration within build.settings.
  • You now get warnings in the Corona Simulator when there is a file name mismatch due to case sensitivity.
  • Multi-Dex support.
  • Improvements to Android 6.x permission handling.
  • Support for Android Studio builds for Enterprise.
  • Videos can now be loaded from all Corona-defined directories.
  • Updated libpng to version 1.2.56.
  • Fixed an issue involving Java-based plugins and applications exiting.
  • Improvements around licensing support.
  • In-app purchase API store.purchase() can now take a table of item strings or a single item string, just like the similar API for other purchasing platforms.
  • New lines handled correctly in display.newText().
  • Improved rendering of large text objects.
  • Camera fill can now be invalidated more than once per frame.
  • Added support for system.setIdleTimer().
  • Improved handling of full screen apps.
  • Improved handling of native objects when resizing desktop builds.
  • Improved rendering of large text objects.
  • native.newTextBox() objects now support the “began” phase.
  • You can now control the window’s title bar for desktop builds.
  • Support for high resolution retina displays.
  • Added the ability to show and hide the mouse using native.setProperty().
  • Support for On-Demand Resources.
  • Remote handling improvements including “relativeTouch”.
  • Improved rendering of large text objects.
Windows Phone 8 / Windows 10 Mobile
  • Added Visual Studio 2015 and .NET 4.6 support to CoronaCards for Windows Phone.
Windows Desktop
  • Easier to run Corona from the command line.
  • Added support for surround sound audio (5.1 and 7.1).
  • Support for high resolution screens with “DPI awareness”.
  • Added the ability to show and hide the mouse using native.setProperty().
  • Computers with touch screens will now show a virtual keyboard when you interact with native.newTextField() and native.newTextBox().
  • Better formatting for Corona Simulator error messages.

This release is available for download here.

GameDev News

22. June 2016


Welcome to a new tutorial series covering the Defold engine, recently released for free use by King.  You can learn more about the Defold Engine in this video which contains a quick hands on.  It’s a powerful, cross platform Lua powered game engine for 2D game development.  This tutorial series will ultimately walk through all aspects of using the Defold game engine, in both text and video formats.  All of the assets used in creating these tutorials is available on the Patreon dropbox, although I will make source and asset files available as they are needed in text tutorials.  This first tutorial simply walks through getting the Defold engine installed and creating our first project.


You can watch the video version of this tutorial here or embedded down below.


Getting And Installing Defold Engine


Getting started with the Defold engine is very easy, however you will need to log in to using a Google account.  First head on over to and click the Get Defold button.



At this point you will have to log in using a Google account.  Once authenticated, you will be redirected to the Defold dashboard.  There are a number of download links available on this page.  Simply pick your appropriate platform:



This will download an archive file, extract the contents somewhere.



Defold is run by double clicking the Defold executable.  Before doing so however, let’s create a new project.


Creating a New Project in Defold


Creating a new Defold project is currently done using the Defold dashboard.  On the left hand sidebar of the dashboard, locate the Add Project button and click it.



You will now be brought to a very simple configuration form:



Name your project and click Save.  In my case I am creating a blank project, however Defold have made some sample projects available as a starting point.  If you would rather start there check “Yes, show me your tutorials”.  You will be presented with a list of options:



Your project is now available.  Let’s load the Editor.  In the folder you extracted Defold, double click the Defold executable.


Loading Your Project


Now with the editor open, select File->Open Project.



A list of available projects should now be available.



Select your newly created project and click Next.  Behind the scenes Defold is creating a git repository for your game.  Since this is the first “checkout”, you need to create a new branch.  Click New Branch then call it V1 or whatever name makes sense to you.



Defold will now download your project.  Here is the project structure of an empty new project:



Double click game.project to edit many game specific configuration setting:



Although our “game” doesn’t actually do anything, you can run it by hitting Ctrl+B or via the Project Menu:



Certainly not the most exciting game, but it’s a start!



Managing Your Projects


Back in the Defold dashboard, you can edit and delete your projects as well as add additional users.  Your project(s) should now appear on the left hand side of the dashboard, like so:



Click the gears icon above your project will bring you to the configuration section:



Clicking Team enables you to add users to your project:



Of course, they will have to authenticate using Google as well.


Finally by clicking Settings you have the ability to change the name and description of your project, as well as delete it entirely:



Code Hosted on Defold’s Server??? DEALBREAKER!


Don’t like the idea of your git repository behind hosted on Defold’s servers?  Well that’s an understandable concern and using the above process, this is exactly what happens.  When you create a project, it’s created as a Git repository on Defold’s servers and when you open it, you are downloading (or more accurately, checking out) to your local server).  It’s understandable that this isn’t for everyone.  Fortunately there is an alternative.

I am not going into details here, but if you want to bypass Defold’s servers complete, follow this guide here.


The Video



31. May 2016


Defold is a cross platform 2D focused Lua powered game engine created by King and available for free.  If you want to learn more about Defold, check the video review out below.  Today they just announced the release of Defold 1.2.82.  This release brings improved editor performance on OSX and Windows, increase GUI layer counts and improved account management options, including the ability to delete your account if required.  The full release notes:


  • DEF-1769 - Added: Crash handling support for HTML5.
  • DEF-1861 - Changed: OSX and Windows builds now use a higher optimization level.
  • DEF-1875 - Changed: Increase max number of GUI layers to 16.
  • DEF-1873 - Changed: Input on HTML5 will now only work if the canvas element is active.
  • DEF-1796 - Changed: HTML5 builds use project name for engine JS file.
  • DEF-1867 - Fixed: Ability to toggle persistent store on HTML5.
  • DEF-1870 - Fixed: HTML5 progress bar did not work if "Content-Length" header was missing.
  • DEF-1869 - Fixed: sys.open_url was missing in HTML5 implementation.
  • DEF-1871 - Fixed: html5.custom_heap_size is now correctly used in HTML5 builds.
  • DEF-1872 - Fixed: Windows bundling dialog showed incorrect text.


  • Added: Ability to delete accounts.
  • Added: Users can change ownership of projects.

GameDev News

14. April 2016


Today (yesterday technically) saw the release of Gideros 2016.4.  Gideros is a now open source, Lua powered mobile game engine with a full editing environment.  This new release is rather large but one new feature stands out above the rest, HTML5 support.   You can now export your game for the web and see full 60fps full screen performance.  No code changes are required, simply export your game in HTML, double click the generated HTML file and you are off to the races.


There were several other changes and fixes in this release, including:

New keyboard event: EVENT.KEY_CHAR is now triggered on some platforms (QT, HTML5, WinRT) to allow grabbing textual representation of text typed on a physical keyboard.

  • Completely rethought the export system: introduce direct APK export (for Android) and app icon generation from a single visual (on some exports, work in progress)
  • Viewport object (inherits from Sprite): displaying same sprite hierarchy in multiple places, eg for split-screen games.
  • Cryptography: MD5 hash and AES128 encryption primitives
  • Lightweight Win32 Windows desktop export now promoted to beta. Now exports two executables one with a debugging console and one without. Largely feature complete but still lacks UrlLoader.


  • Path2D texture support
  • gdrdaemon: Handle player discovery


  • Path2D bounds computation
  • Gideros Studio: Handle player loss (as opposed to discovery)
  • LiquidFun issues
  • Windows Store apps: fixed scaling issue on low resolution Windows 10 devices

You can read the full release here while Gideros itself is available here.

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