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10. March 2016


Torque2D, the open source 2D game engine created initially by Garage Games, just released an updated library for Torque2D.  This update adds several new features including:

    • Ability to set which SceneWindow acts as a listener
    • simplified playSound function and managing software
    • Doppler effect (from above changed)
    • audio debug mode (setDebugOn())
    • AudioDescription for defining sound characteristics
        new AudioDescription(MY_ADESC){  
           is3D = true;  
           isLooping = true;  
           ReferenceDistance = 25.0;  
           MaxDistance = 100.0;  


You can read more about this release here.

GameDev News

9. March 2016


Just last week AMD released AMDOVX, their implementation of the Khrono Group’s OpenVX computer vision standard.  Today NVidia has followed suit with VisionWorks.  OpenVX is intended to enable developers to create computer vision application (think Kinect) that work on the devices GPU.

From the VisionWorks homepage:

NVIDIA VisionWorks toolkit is a software development package for computer vision (CV) and image processing. VisionWorks™ implements and extends the Khronos OpenVX standard, and it is optimized for CUDA-capable GPUs and SOCs enabling developers to realize CV applications on a scalable and flexible platform.

The core VisionWorks functions are engineered for solutions in:

  • Robotics and Drones
  • Autonomous Driving
  • Intelligent Video Analytics
  • Augmented Reality

-- SNIP --

The toolkit helps you unlock the possibilities for GPU-based CV systems by adding your own algorithms and processing pipelines. Using VisionWorks in conjunction with other APIs like OpenCV provides access to many open-source CV algorithms.


  • CUDA accelerated OpenVX 1.0.1 conformant API and NVIDIA extension primitives
  • Framework for seamlessly adding user defined primitives
  • Thread-safe API
  • Example/sample pipeline code
  • Documentation including Toolkit Reference Guide with Release Notes, Installation Guide, Tutorials and API Reference.

VisionWorks is available for Linux for Tegra, Ubuntu and Windows in Beta form.

GameDev News

8. March 2016


Faceware Technologies, a provider of “markerless” facial motion capture solutions used in games such as NBA2K16 and Destiny, just released new versions of their software, including a free PLE (Personal Learning Edition) version.  That is a term that I though went away with Maya PLE, I’m somewhat surprised to see it again.  In addition to the free edition, they have also updated their marque applications as well as creating a new rental program.


First, let’s cover the free version of Faceware.  The Personal Learning Edition is a free license that is limited to non-commercial use.  From the Faceware announcement:

More and more individual content creators are adopting Faceware’s technologies to learn or improve their facial mocap and animation skills. The Personal Learning Edition (PLE) was designed with those users in mind. PLE is a free license of Analyzer 3.0 and Retargeter 5.0 for individual, non-commercial use, including research. The PLE includes all of the functionality of the Studio version of Analyzer 3.0 and Retargeter 5.0 (see below), and will be kept on feature parity with the latest versions of those packages, so individual artists will always have access to the latest facial motion capture functionality from Faceware.  For universities and schools, Analyzer 3.0 and Retargeter 5.0 will still be available in-lab and classroom licenses for adoption into relevant curriculums.  


There were also updates to their Analyzer and Retargeter software packages.  The changes to Analyzer 3.0:

Analyzer is Faceware’s award-winning markerless facial motion tracking software. Based on advanced computer vision technology, it converts any video of an actor’s facial performance into facial motion files for use in Faceware’s companion software, Retargeter. To enhance Analyzer’s usability for artists in different countries, Faceware has localized Analyzer into nine additional languages: Japanese, Chinese (Simplified), Korean, French, German, Spanish (Castilian), Russian, Polish and Arabic. Analyzer will now also support timecode, editing of in/out points of any new video, and the ability to capture live video straight into Analyzer’s workflow using any of Faceware’s hardware systems. All new features will be available in both Analyzer 3.0 Studio and Studio Plus versions.

While here are the details on Retargeter:

Faceware’s award-winning Retargeter software maps facial motion capture data from Analyzer onto any facial rig through a plug-in for Autodesk Maya, 3DS Max, and MotionBuilder. Like Analyzer, Retargeter 5.0 has been localized into nine additional languages and it supports timecode. Other highlights include an updated shared pose library workflow as well as general speed improvements.  All new features will be available in both Studio and Studio Plus versions of Retargeter 5.0.  


Faceware also announced a complete rental option, including hardware and software, on a month by month basis:

For commercial projects that need to be completed on relatively tight schedules, studios are now able to rent Faceware’s entire real-time and creative suite software lineup in 30-day increments. Rental costs start at $340 USD per month.


For more details, see the complete release here.

GameDev News

8. March 2016


A new version of the popular open source Tiled Map Editor was released today, Tiled 0.15.2.  Unless you happen to be Portuguese or Turkish (who received new translations in this update), there isn’t really a ton new in this release:


This small patch release ships with added Turkish translation and an updated Brazilian Portuguese translation! There are also some fixes, though they are more on the cosmetic side.

  • Added Turkish translation (by Nuri Uzunoğlu)
  • Fixed hiding of object labels when deleting an object layer
  • Fixed updating of object label colors when changing object types
  • TMX: Added image size attributes to image layer images
  • Updated Brazilian Portuguese translation (by Laete Meireles)

The Tiled page3 has been updated with the new download links.

In the meantime, many features have been added on the development branch during January and February. And since editing of external tilesets1 is becoming a huge change, I plan to make a Tiled 0.16 release available in the coming weeks, so stay tuned!


If you are interested in learning more about Tiled, we have done an in-depth tutorial series here on GameFromScratch, that should get you up and running with ease.

GameDev News Design

7. March 2016


The venerable RPGMaker just released version 1.1 of RPGMaker MV.  RPGMaker is a game engine specifically designed for creation roleplaying games, specifically JRPGs.  To go along with the release they are also offering RPGMaker at a 30% discount on Steam.


Features of this new release include:

Fixed Issues

  • Fixed Paste Last Bug in the Animation Editor.
  • Fixed Canvas Mode: Change Parallax Bug.
  • Fixed Faceset Distortion when changing resolution.
  • Fixed Battle Crash when the Damage Formula Box is empty.
  • Fixed Monitor FPS Issue.
  • Fixed Movement Route changes are saved even when cancelled.
  • Fixed an issue that caused: If you have any changes in Plugin Manager and directly close the windows in the title bar (not by Cancel/Esc), the changes will be committed.
  • Fixed Pixi Add/Multiply/Screen commands in WebGL mode! 
  • Fixed States removed when failing to escape battle
  • Fixed Scroll Bar in Show Text when Batch Entry is checked
  • Fixed the position of index in ImageSelector.
  • Fixed Save deleting bug when a game fails to save (now uses a backup and restore system)
  • Fixed Actors set to auto battle will only heal the first actor in the party
  • Fixed Remember Command selects the wrong skill
  • Fixed Autotiles don't function the same as RMVXAce.
  • Fixed Sideview Battler Bug: Guard Pose
  • Fixed an issue that caused database JSON files (specifically Actor.json) to not automatically update when some changes are made (specifically Equipment Types)

Implemented Features

  • Implemented Onion Skin in Animation Editor.
  • Implemented Plugin Help Everywhere. 
  • Re-implemented RPG Maker 2003's Class change option: Keep Level feature.
  • Implemented Message Box and Plugin Parameters IconSet Viewer.
  • Implemented Confirmation Dialogue on Event, Database and Plugin Manager Cancel
  • Reimplemented the Resource Manager
  • Implemented Return Home/End Buttons in RMMV for navigating event pages
  • Implemented a tool to remove unused resource from a project
  • Additional Generator Parts
  • Additional Plugins: Slotmachine, TouchUI, Gachabook, Gacha and NovelMessage
  • Resources compressed

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