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19. November 2015

 

I remember using Allegro wayyyyyy back in the day in the early 1990s.  It was one of few graphics libraries available for DOS based machines (even though it started life as an Atari library) and certainly one of the only free game libraries available.  Amazingly enough Allegro is still under active development.  Anyways enough reminiscing…  today Allegro.js was released, an HTML5 library inspired by Allegro.  For a brand new library there is already an impressive amount of documentation and reference material available.  One of the hallmarks of the Allegro library was it was brutally simple to use and Allegro.js seems to have carried on that tradition.  Here is an example Allegro app:

 

// bitmap oobjects
var logo,ball;

// sample object
var bounce;

// size and speed of the ball
var size=64,speed=5;

// positon of the ball
var cx=100,cy=100;

// velocity of the ball
var vx=speed,vy=speed;

// drawing function
function draw()
{
   // draw allegro logo background
   stretch_blit(logo,canvas,0,0,logo.w,logo.h,0,0,SCREEN_W,SCREEN_H);
   
   // draws the ball resized to size*size, centered
   // stretch it a bit vertically according to velocity
   stretch_sprite(canvas,ball,cx-size/2,cy-size/2,size,size+abs(vy));
}

// update game logic
function update()
{
   // did the ball bounce off the wall this turn?
   var bounced=false;

   
   // if the ball is going to collide with screen bounds
   // after applying velocity, if so, reverse velocity
   // and remember that it bonced
   if (cx+vx>SCREEN_W-size/2) {vx=-speed;bounced=true;}
   if (cy+vy>SCREEN_H-size/2) {vy=-speed*3;bounced=true;}
   if (cx+vx<size/2) {vx=speed;bounced=true;}
   if (cy+vy<size/2) {vy=speed;bounced=true;}
      
   // move the ball
   cx+=vx;
   cy+=vy;
   
   // if it bounced, play a sound
   if (bounced) play_sample(bounce);
   
   // add gravity
   vy+=.3;
}

// entry point of our example
function main()
{
   // enable debugging to console element
   enable_debug("debug");
   
   // init all subsystems, put allegro in canvas with id="canvas_id"
   // make the dimesnions 640x480
   allegro_init_all("canvas_id", 640, 480);
   
   // load ball image
   ball = load_bmp("data/planet.png");
   
   // load background image
   logo = load_bmp("data/allegro.png");
   
   // load the bounce sound
   bounce = load_sample("data/bounce.mp3");

   // make sure everything has loaded
   ready(function(){
      
      // repeat this game loop
      loop(function(){
         
         // clear screen
         clear_to_color(canvas, makecol(255, 255, 255));

         // update game logic
         update();

         // render everything
         draw();
   
      // all this happens 60 times per second
      }, BPS_TO_TIMER(60));
   });
   
   // the end
   return 0;
}
// make sure that main() gets called as soon as the wesbite has loaded
END_OF_MAIN();

 

If this looks interesting to you be sure to check out Allegro.js.  It looks like a cool library, based on another cool library, just waiting for a community to form around it.

GameDev News Programming


19. November 2015

 

The Leadwerks Game Engine game launcher now works with SteamOS with a few caveats.  From the Leadwerks blog:

Leadwerks Game Launcher now works with SteamOS, with some caveats.


First, you must set the application to use the "Official Bindings" controller configuration by Leadwerks Software.


When you start Leadwerks Game Launcher on SteamOS, a page of available games will be shown.  Click on the game you want to play.  The game will be shown on a new page, and a blue button will appear on the bottom left of the screen.  You can press the B button on your controller to go back to the main page, or mouse the cursor over the blue button and click (right trigger).
The application will pause while the game is downloaded.  At this time no progress indicator is shown while downloading, but most games only take a few seconds.  The game will then launch.  Most games can be exited by pressing the right arrow button just to the right of the Steam button on your controller. Some games will presently not work correctly.
To exit the game launcher, press the right arrow button just to the right of the Steam button.
Attached Image

GameDev News


18. November 2015

 

As part of Google’s ongoing developer conference Fun Propulsion Labs, a Google team dedicated to gaming, released the open source game Zooshi to showcase a number of just announced or updated game technologies.  Zooshy is a 3D game that runs on Android, Android TV, Windows, OSX and Linux and is currently available for free on the Google Play Store.  The source code is available on github under the Apache v2 open source license.

The technologies showcased by Zooshi include:

  • Motive – animation system
  • CORGI – an entity/component system
  • FlatUI – immediate mode lightweight GUI
  • Scene Lab – in game level editing
  • Breadboard – node based scripting
  • FPLBase – cross platform API for low level access

 

Now that’s a number of new technologies I currently know nothing about and will have to jump into in more detail shortly.

 

More details about the release are available here.

GameDev News


18. November 2015

 

The Goo game engine released the code under the MIT license, as announced here.  What is Goo?  It’s the underlying 3D engine that powers the Goo Create editor which enables you to create WebGL games without coding.

DarkBrightLogo_Simple_001

The Goo Engine is the core of Goo Create. Our editor Goo Create would not work without it, but the engine can function on its own if you’re ready to do a little coding. When scripting inside of Goo Create you are also using the Goo Engine.

Features
  • Beautiful Graphics: blazing fast rendering pipeline, built on top of open web standards.
  • Animation: support for animations and geometry from major 3D graphics tools (e.g. FBX, .OBJ, etc) via our own file format converter.
  • Audio: 2D and 3D sound system.
  • Physics: High performance physics in every browser.
  • Entity-Component system: A simple, composable and extensible pattern, often used for game engines.
  • State Machine: Create interactivity in a really simple way.
  • Advanced Timeline System: Animate entity properties over time.
  • …and much more!

The code is hosted on Github and available here.

GameDev News


18. November 2015

 

Xamarin, the popular cross platform .NET toolchain just released version4.  From the announcement:

Xamarin Platform – native, cross-platform apps

Xamarin.Forms 2.0

Since releasing Xamarin.Forms last year, we’ve been amazed at how quickly developers have adopted it, accelerating their time-to-market for cross-platform native experiences across iOS, Android, and Windows, all while sharing over 90% of their code.

Since then, we’ve more than doubled the engineering team behind Xamarin.Forms, and made major improvements along the way. Today, Xamarin.Forms 2.0 is faster, more reliable, and more functional than ever before. Highlights include support for pre-compiled screens defined in XAML for faster app loads, preview support for Universal Windows Platform apps, support for iOS 9, Android Material Design, and new gestures like pinch and pull-to-refresh.

Native Xamarin.Forms app displayed on iOS, Android, and Windows Phone devices

Visual Studio and iOS

We’ve rebuilt our support for developing iOS apps in Visual Studio from the ground up, and it’s smoother, easier to set up, and more reliable than ever before. Now you can develop, build, deploy and debug iOS apps entirely from within Visual Studio and communication with the Mac build host is now handled via a secure SSH connection. We now also support multiple concurrent Visual Studio instances, which is especially important if you have multiple iOS projects open at the same time. We think you’re going to love it.

Mono/.NET upgrade

In Xamarin 4, we have incorporated large portions from Microsoft’s open sourced .NET codebase into this release, increasing compatibility, performance, and reliability for all use cases.

Android and iOS Designers

We’ve made big improvements to our iOS and Android designers. The iOS designer can now load and save XIB files in addition to storyboard files, and our Android designer now supports Android Material Design. We have also improved the UI for both designers, and switched to using high-performance native design surfaces, for a smoother, faster editing experience.

Xamarin Test Cloud – automated app testing

We built Xamarin Test Cloud to allow you to easily test your app on more than 2,000 real iOS and Android devices in the cloud. With Xamarin 4, we’re making mobile testing more accessible than ever.

Introducing Xamarin Test Recorder

We’re introducing a new preview tool that makes mobile UI testing dead simple: Xamarin Test Recorder. Initially available for Mac, Xamarin Test Recorder records your interactions on iOS or Android apps, plays them back, and automatically creates test scripts that can immediately be run in Xamarin Test Cloud or imported into mobile test projects in Xamarin Studio and Visual Studio. Xamarin Test Recorder records your actions in our C#-based UITest framework so you can automatically execute them as part of your continuous integration process either locally or in the cloud. Download it now to get started.

Xamarin.UITest 1.0

Xamarin 4 includes the 1.0 release of the Xamarin.UITest C# testing framework, with new capabilities for advanced test scenarios. We’re also very happy to announce that Xamarin.UITest is now free for everyone to use, with no limits on test duration, or the use of local devices and simulators. The powerful combination and ease of use of Xamarin Test Recorder and Xamarin Test Cloud will help you immediately improve your apps.

Xamarin Insights – real-time app monitoring

General Availability

We’re proud to announce that starting today, Xamarin Insights is generally available, with free crash reporting for all Xamarin Platform customers and advanced app monitoring features for power users.

Know the Health of Your App, Know Your Users

App monitoring begins with knowing what problems your users are encountering. Is the app crashing or encountering exceptions or errors? Xamarin Insights provides automatic crash reporting and handles both managed and unmanaged mobile crashes seamlessly. You can also explicitly report errors or warnings to Xamarin Insights and track them through the its dashboard. Xamarin Insights makes it easy to rank your issues by impact, spot patterns in app and device usage, and diagnose the corresponding issues.

Xamarin Insights also helps you understand how your app is being used by tracking and timing step-by-step event data. Analyze which screens are the most popular or which actions take your users the longest. You can even see which events led up to a crash, making it easy to reproduce your issues.

You can add Xamarin Insights to your app with just a few lines of code. In Xamarin Studio, new apps immediately get the benefit of Xamarin Insights with templates that utilize the SDK from the very beginning of a mobile project. And your IDE will automatically upload dSYM files for you so that you get symbolicated stack traces with line numbers.

Visit our docs to get started.

End-to-End for Everyone

We think it’s important that every developer be able to benefit from the full range of what Xamarin 4 can do, which is why we’re excited to announce that as a part of their existing subscription, every active Xamarin subscriber will receive:

  • Crash and error reporting from Xamarin Insights with 30 day data retention and detailed issue reports that include step-by-step pre-crash events and crashed-user identification.
  • 60 Xamarin Test Cloud device minutes per month, with access to every single one of the devices in our growing test lab.
  • Complete access to Xamarin.UITest, including tests of unlimited duration running on simulator or device.
  • A 30-day trial pass to Xamarin University, including access to guest lectures and our introductory courses.
Paid Plans

As your business grows and your apps progress, you can buy paid plans of Xamarin Insights and Xamarin Test Cloud that suit your needs.

For companies who want to ramp up their mobile testing, we’re happy to introduce affordable Xamarin Test Cloud pricing plans starting at $99/month (billed annually). If you want to go further with app monitoring, we also provide scalable Xamarin Insights paid plans.

Xamarin Ultimate

Finally, for companies who want a complete end-to-end solution, we’re introducing a new offering called Xamarin Ultimate, which includes full access to all the features of Xamarin Platform, Test Cloud, Insights, and University for your entire team in a complete package at a great price. If you’re interested in learning more about this, please get in touch with our sales team at [email protected].

 

No news yet on the more indie friendly licensing, which hopefully comes soon.

GameDev News


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