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13. January 2016

 

To be honest, I am shocked it took this long.  JetBrains have made an excellent Java IDE for ages.  Then they released IDEs for just about every single language out there, as well as the C# refactoring tool Resharper, but never a full blown C# IDE, until today that is.

Interestingly though, this isn’t running on a JVM like their others (IntelliJ, Webstorm, PHPStorm), instead:image

Project Rider is a standalone IDE built on the IntelliJ Platform, much like WebStorm, DataGrip and our other IDEs.

The difference however, is that instead of reimplementing ReSharper’s features on the IntellIJ Platform, which runs on the JVM, we’re using ReSharper in a headless mode, out of process, and communicating with it via a very fast custom binary protocol. As such, the backend continues to be ReSharper written in C# running on .NET or Mono, and the frontend is written in Kotlin, talking to the IntelliJ Platform’s APIs.

 

And you may ask, why create a C# IDE with Visual Studio and Xamarin filling the need?

Well you kept asking us, so we finally got around to doing it!

Jokes aside though, our main reason is to provide choice. We believe that we can provide a great user experience for developers that might be interested in using alternative environments.

So why now? Because we believe it is the right time due to several factors:

  • We’ve been working for several years in allowing ReSharper to work in different environments, independently of Visual Studio. An example of this is dotPeek.
  • It’s quite clear that there’s an ever increasing tendency of developers using non-Windows platforms, and we’d like to give them the same experience they’ve come to know and love with ReSharper.
  • Finally, Microsoft moving its platform and C# language towards Open Source, along with initiatives such as CoreCLR, have been an added incentive.

 

So, what timeframe are we looking at then?

We’re aiming to open a private EAP in the coming weeks, towards the end of February. We’ll announce the signup form here on the blog, as well as on Twitter.

Soon after the private EAP we’ll move to a public EAP. When this will happen very much depends on the feedback we get from the early testers. Our aim is to release sometime in Autumn 2016.

 

For more details on Project Rider, click herehttp://blog.jetbrains.com/dotnet/2016/01/13/project-rider-a-csharp-ide.

GameDev News


12. January 2016

 

Corona Labs, the makers of the popular Lua based mobile game engine, just release version 1.6 of Corona Editor.  Corona Editor is a light weight IDE built as a plugin for Sublime Text that enables debugging, code snippets, code completion and more.

Details of the 1.6 release from the blog announcement:

Corona Labs is happy to announce the availability of Corona Editor 1.6. This is an update for the add-on package for Sublime Text 2 and Sublime Text 3 that provides code completion, syntax highlighting, documentation, and debugging to Corona developers.

The release of 1.6 includes the following updates:

Debugger improvements
  • Fixed an issue with a hanging after pressing Shift+F10.
  • Fixed a bug with spaces in project pathnames.
  • Current status is now displayed in the “Console” pane.
  • The “Console” output is now cleaner.
  • Generally improved reliability.
Corona Editor Project improvements
  • On OS X, Corona EditorRun Project now uses the most recent daily build in the/Applications folder by default. It will fall back to the public build if there are no daily builds.
  • Removed project “build system.” The menu command Corona EditorRun Project or the Cmd+F10(Mac) Win+F10(Windows, maybe mapped to FN+F10) key sequence is much more reliable.
  • Added Clear Build Panel command to main menu and context menu.
Editing improvements
  • Fixed indentation of elseif blocks.
  • Latest code completions are up to date to daily build 2016.2803.

Learn more about Corona Editor.

GameDev News


11. January 2016

 

Today Paymentwall released an SDK for the popular game engine Unity that enables developers to accept payments directly within their application.  From the press release:

“We are very excited to release our Unity Integration to allow gamers to make in-game purchases in their local currency, and in their most preferred payment method,” said Jevin Tryon, Project Manager at Paymentwall. “As a result, game developers will be able to increase their revenue, and monetize their games all around the world, easily.

The ability to offer different payment methods and manage in-game purchases will allow developers to reach different markets worldwide and maximize their revenue. This is especially important as the global gaming market is expected to grow at a rate of 9.4% annually, and reach a revenue of 107 billion US dollars by 2017, according to the 2015 Global Games Market Report from Newzoo. Through the Paymentwall SDK, Unity will become the most wanted platform among game developers. In 2015, the number of developers using Unity reached a million, as compared to 60,000 developers in 2014, said Unity CEO John Riccitiello.

The Unity Editor comes with an array of tools for creating and enhancing graphics, animation, as well as 2D and 3D physics for games through effectors and colliders. Editor also supports C#, JavaScript, and Boo to help developers optimize user experience. To save time on game development and updates, Unity’s asset store offers ready-made plug-ins, models, extensions and services; which now includes Paymentwall SDK.

Developers will be able to level up the gaming experience through Paymentwall SDK. Their end-users can now pay for in-game purchases in a manner that is most convenient for them. The SDK also supports customization of the checkout page to reflect the look and feel of the game itself, contributing to a seamless user experience. Fraud protection and risk monitoring services are also part of it, to ensure safety for both end-users and developers in every transaction.

Unity checkout

Example of Paymentwall’s one-click checkout page for Unity

Unity developers will be able to increase their revenue with Paymentwall SDK, while providing their users a better experience within their games. The creation of Paymentwall SDK for Unity makes the game development platform an all-in-one solution for both new and existing developers that seek to earn money from their games.

This is actually different than the myriad of In App Purchase plugins out there, as ultimately IAP make use of the underlying store (Steam, Google Play Store or Apple Store) for processing the payment, while in this case PaymentWall is the processor.  I would actually be somewhat shocked if Apple would allow this past their terms and conditions given their previous attitude towards transactions done on the AppStore (AKA, they want a 30% cut of everything, from app sales to Netflix subscriptions or Amazon purchases).  In fact, I am almost positive that neither Google nor Apple would allow you to use this SDK with their app store, making this desktop only.  I suppose this system could be effective for people directly selling a game they want to monetize in app purchases on.

 

Paymentwall started life in 2010 as a way for developers to monetize Facebook applications, until Facebook effectively shut out outside providers a year later.   The name seems a bit odd to me, as I had always associated the expression “Pay Wall” as derogatory.

GameDev News


7. January 2016

 

Tiled, the popular open source level editor, just released version 0.15.0.

 

From the release notes:

Those who remember the Tiled 0.14 release announcement may remember that I wanted the next release to be Tiled 1.0. We're not entirely there yet, but Tiled took a big step towards being more functionally complete.

The most important changes regarding this made sure that you can now load maps that refer to files that are for whatever reason no longer accessible. Previously, you'd then have to fall back to correcting the map file by hand. Now Tiled will tell you about the problems it found and allows you to fix them:

main.tmx — Tiled_068.png1210x713 91.7 KB

In addition, you can change any of these references through the Properties view after clicking the relevant items. And when changing a tileset image, you can also change its parameters like tile size, margin and spacing.

Enable/Disable Plugins

Another important bit of functionality is that you can now choose which plugins are enabled. By default, only the generic plugins for exporting to Lua, JSON, CSV and for enabling Python import/export scripts are loaded. The project-specific plugins were often leading to confusion and now need to be explicitly enabled.

Plugins can be enabled and disabled without restarting Tiled.

Layer Combo Box

The status bar got a little more useful, since it now allows you to quickly switch the current layer. If you're not actively changing around your layer stack, this can entirely replace the Layers view:

isometric_grass_and_water.tmx — Tiled_071.png1028x120 94.3 KB

Other Noteworthy Things

If you're using an image collection tileset, you can now choose how many tile columns it should have. Eventually I'd also like to add a dynamic wrapping display mode, but this should help in the meantime.

A Terrain Generator tool was added, which helps a lot with generating a certain type of terrain tileset. But, I still need to write the usage instructions and I forgot to include it in the binary packages.

You can now go past the edges of the map when panning with the space bar, middle mouse button or the mini-map. This can be really helpful when you're editing things on the edge of the map.

Change log
  • Allow loading maps with broken external references
  • Allow plugins to be enabled/disabled
  • Allow changing tileset image parameters
  • Allow changing the images of tiles in a collection tileset
  • Allow changing external tileset references
  • Allow panning over the edges of the map
  • Added Terrain Generator tool
  • Added column count property to image collection tilesets
  • Added a combo box for changing the current layer to the status bar
  • Moved the AutoMapping while drawing toggle into the menu
  • Removing tiles from collection tilesets no longer changes tile IDs
  • Unified layer offset handling
  • Default tile layer data format changed to CSV
  • Deprecated pure XML and Gzip-compressed tile layer data formats
  • Fixed random tile picker for tiles with zero probability (by Henrik Heino)
  • Fixed saving of alpha value of the map background color
  • Fixed crash in tmxrasterizer and tmxviewer
  • Fixed tmxrasterizer not reporting write errors
  • Fixed isometric rendering bug with odd tile heights (by Ryan Schmitt)
  • Updated Bulgarian, Dutch, French, German, Japanese, Russian and Spanish translations

Many thanks to all who contributed!

 

If you want to learn more about Tiled, we have a comprehensive tutorial series here on Gamefromscratch.com to get you started.

GameDev News


3. December 2015

 

Having never used or even heard of sketch based animation you can’t help but feel like a “someone changes something in the matrix” moment, when not one but two stories cross your desk in the same week.

 

The first was release of VPaint Beta 1.5.  It is in their own words:

VPaint is an experimental vector graphics editor based on the Vector Animation Complex (VAC), a technology developed by a collaboration of researchers at Inria and the University of British Columbia, featured at SIGGRAPH 2015. It allows you to create resolution-independent illustrations and animations using innovative techniques.

Or you can watch the SIGGRAPH video:

I checked out the free download, and it is interesting, but I decided not to do a story about it.  Then…

 

Just today, Autodesk announced they are looking for beta testers for Project Draco, which is an iPad app that sounds a hell of a lot like VPaint.  Here is their (year old) SIGGRAPH video:

 

Well now Autodesk is officially ready for testing, so if this looks interesting to you head on over to Autodesk labs to sign up.

 

Are there any other sketch based 2D animation packages in the works?  Anyone excited for this technology to mature?

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