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17. December 2015

 

RoboVM, the technology the enables you to deploy Java based games and applications on iOS just released version 1.12.  The major features of this release are support for iOS 9.2 as well as experemental support for Apple’s new tvOS.  From the announcement:

 

iOS 9.2 Support

In the meantime, Apple also released iOS 9.2, which comes with a few minor API additions. Check out our API diffsto find out what’s new!

Bug Fixes & Enhancements

As always, we squashed bugs, improved performance and added some bells and whistles. Here are the most important changes:

  • The simulator will be brought to the front when you resume an app during debugging.
  • You can now select on which connected Apple device you want to run your app
  • Added @Availability annotations to all iOS APIs indicating the supported platforms (tvOS or iOS) and versions. In a future release we will emit compiler warnings and/or errors if you use unsupported APIs on a specific platform.
  • Added a setting in IntelliJ IDEA/RoboVM Studio to allow you disabling automatic run-configuration generation on project imports.
  • Updated the default launch images to look even more awesome.
  • Revamped the Eclipse project wizard. You can now select the type of project via the template dropdown. You now also have to explicitely specify a package name.
  • Added bindings to JavaScriptCore.
  • Android application id is no longer hardcoded in templates.
  • Fixed a GC issue when collecting soft/weak references.
  • Fixed a memory leak in IntelliJ IDEA/RoboVM Studio that would slow down the IDE to a crawl.
  • Fixed an issue in the debugger when dynamic proxies are used, e.g. in Retrofit code.
  • Fixed synchronization issues between IntelliJ IDEA/RoboVM Studio and Xcode when adding/removing@IBOutlet and @IBAction fields and methdos.
  • Fixed NetworkInterface#isUp().
  • Improved handling of primitive types in lambda compilation by removing unnecesssary boxing.
  • Made the conservative treeshaker the default if nothing else is specified. Previously, not using the tree shaker was the default.

GameDev News


16. December 2015

 

Today Ludei released a new version of their game focused HTML5 app wrapper Cocoon, now called Cocoon.io and based on Cordova.  I was beginning to think Cocoon was no more, so it is nice to see a new release.

 

From the announcement:

Cocoon.io has been designed from the ground up to try to include many of the cool features users have been demanding for quite some time. Let’s review the main advantages and differences of Cocoon.io:

      • The main structural change is that Cocoon.io is completely based on Cordova. When Ludei started working on HTML5, Cordova wasn’t as widespread as it is today. It also was completely tied only to the system webview. Cocoon has always defined itself to try to overcome some of the original Cordova limitations but it was not built on top of it. Cordova is the de facto standard in the industry to setup HTML5 to native project compilations and we have decided to embrace it and contribute to the community with our approach in Cocoon.io. This new Cocoon mixes all the benefits that have made Cocoon great plus all the advantages of Cordova.
      • Select the best webview runtime for your needs: There are different needs when it comes to HTML5 games and apps, and the new Cocoon is designed to allow you to easily select between the best webview runtimes depending on your needs. We still provide our state of the art runtime called Canvas+ specifically built and well suited for games based on 2D and WebGL canvas. We also have our full DOM support using WebView+, an advanced webview based onChrome for Android and Safari for iOS. Cocoon.io even allows to select the regular systemWebView for those developers who still want to use it.
      • Redesigned UI/UX to simplify and improve the user experience. We really hope you like it. The user feedback has been very positive so far and we will continue to improve it in the future.
      • Easy Cordova plugin setup as Cordova has tons of plugins to select from. Cocoon’s new search engine plus easy to use UI will certainly help you navigate through this sometime tedious process. Of course, you can add your own plugins to your projects!
      • Github integration to tell Cocoon.io to compile your projects directly from the content of a git repository. A very convenient way to ease the process of developing, committing/pushing and compiling your apps.
      • Let Cocoon.io help you with the signing of your final native apps. Signing your final projects both on iOS and Android can be a bit tedious. If your provide your signing keys, Cocoon.io will be able to compile a final signed app ready to be uploaded to the stores.
      • Login with different types of accounts like Google or Facebook accounts for your convenience. Of course, you can still use your current Cocoon user and password or even create a new account.
      • Web2App: We are trying to redefine the ease of use to create native hybrid apps based on responsive websites. We will provide great plugins to create native apps based on a website in order to create a compelling native app with all the advantages of mobile applications regarding performance and user experience. Directly from your responsive website URL!

GameDev News


15. December 2015

 

Back in October I had the following Twitter conversation with Nat Friedman of Xamarin.

image

 

It appears that this process has begun, at least for a limited time and for published developers.  From this announcement at Xamarin:

Christmas comes early for indie game developers

Because we love seeing indie games succeed, Xamarin wants to support indie game developers all over the world in bringing their games to billions of mobile gamers. We want every indie game developer to enjoy the power of C# and Visual Studio, so we have an amazing special offer this December:

Free, community-supported subscriptions of Xamarin.iOS and Xamarin.Android, including our Visual Studio extensions

Indie game developers only need to have published a game in any framework on any platform to qualify. We’ll use your published details to verify your indie status:

This offer is limited to independent game developers who have published a game on or before Tuesday, December 15, 2015 in any reputable public store for indie games, such as Steam, Apple App Store, Google Play Store, Windows Store, Xbox Store, PlayStation Store, or Nintendo eShop. No more than one subscription will be granted to any given publisher. This offer expires on December 31, 2015 at 9 pm ET.

 

The published title restriction is a bit of a mind twister for me…  isn’t this a matter of preaching to the choir?  Wouldn’t it make a lot more sense to try and attract aspiring developers instead of a group that already committed to the .NET ecosystem?

GameDev News


13. December 2015

 

GDX AI, a Java based AI library that works with (but doesn’t require) LibGDX just released version 1.7.

 

From the change log:

[1.7.0]

- Updated to libgdx 1.7.1

- API Addition: added GdxAI service locator that reduces coupling with libgdx and allows you to use gdx-ai

out of a libgdx application without having to initialize libgdx environment, so avoiding the waste of resources

and the need of native libraries; see https://github.com/libgdx/gdx-ai/wiki/Initializing-and-Using-gdxAI

- API Change and Addition: Messaging API

* Removed delta time argument from the update method of the MessageDispatcher; the new GdxAI.getTimepiece().getTime() is internally used instead.

* Added return receipt support, see https://github.com/libgdx/gdx-ai/wiki/Message-Handling#return-receipt

* The report method of PendingMessageCallback now takes an additional argument for the return receipt.

- API Change and Addition: State Machine API

* Now the StateMachine interface has a generic type parameter for the state.

* Added owner's getter and setter to the DefaultStateMachine; also, the owner is now optional in constructor.

- API Change and Addition: Behavior tree API revised and improved, see https://github.com/libgdx/gdx-ai/wiki/Behavior-Trees

* Now tasks have a status that is updated each time they run.

* Added enum support in behavior tree files.

* Now parallel task can specify sequence or selector policy.

* Added cancel method for task termination, mainly used by the parallel task.

* Now you can add listeners to the tree in order to be notified when a task has run and a child is added.

* Now task methods setControl, success and fail are final.

* Now method addChild is final and Task's subclasses have to implement addChildToTask.

* Added decorator tasks Repeat and Random.

* Added leaf tasks Failure, Success and Wait.

* Added branch tasks RandomSelector and RandomSequence; removed deterministic attribute from Selector and Sequence.

* Now the UntilFail decorator succeeds when its child fails.

* Added ability to clone tasks through third-party libraries like Kryo.

* Added support for custom distributions in behavior tree files.

* Now LeafTask usage is less error prone thanks to the execute method.

GdxAI is available on Github or as part of the LibGDX setup.

GameDev News Programming


11. December 2015

 

On the heels of the recent acquisition of Corona by Perk, Corona just announced the private beta release of Corona Ads:

 

Only a few weeks have gone by since Corona Labs joined the Perk team and we already have some exciting news for developers. We are announcing the Beta for Corona Ads!

Corona Ads features easy monetization via banner ads, interstitials, and video ads. Integration is simple – you can add ads into your app with just a few lines of code. Corona Ads presents a turn-key solution for Corona developers to start monetizing their apps today.

We’re looking for developers to participate in the private Corona Ads product beta.

If you’re interested in signing up for the beta program, please visit our signup form on ads.coronalabs.com.

 

If you’ve never heard of it, Corona is a Lua based game engine aimed at mobile game development.  It was featured years ago in the Lua Game Engine round up although a massive amount has changed since that comparison was authored.

GameDev News


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