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30. October 2019


The Haxe Programming Language just hit a major milestone with the release of version 4.0.0.  The programming language gains several new features such as:

  • New function type syntax
  • Arrow function syntax
  • final keyword
  • New and faster Haxe built-in interpreter
  • Unicode support on all targets
  • Key-value iterators
  • Auto-"using" for types
  • IDE services protocol for better IDE support
  • New high-performance run-time HashLink, a successor of Neko
  • .. and much more!

Check the complete What’s New Guide for a full list of changes in this release, including possible breaking changes from Haxe 3.x.  There is a thriving ecosystem of game engines and frameworks for Haxe which we showcased here.  Of particular interest are the Blender based Armory3D engine (tutorial series here) and the popular and mature 2D frame HaxeFlixel (tutorial series here).

You can learn more about the Haxe 4.0.0 release in the video below.

GameDev News Programming


29. October 2019


Unity have just released a new resource for game developers, the FPS Microgame.  It consists of two parts, a project available for download on the Asset Store and a set of courses available on the Unity Learn platform.  The project is structured around teaching game development buy modding an existing game.

The courses are structured around extending the game in the following manner:

  • Add new power-ups and enemies – add loot items (such as a jet pack) and new weapons (like a sniper rifle), make weaponized projectiles (like chocolate chip cookies), create custom enemies, and boost your player’s lifespan with health (or cookie) packs.
  • Design your own levels – reconfigure the battle arena, build new levels with easy-to-use snap-in assets, set constraints for enemies’ movements, and customize the game’s look with props and level art.
  • Mod the look – change the sky, create your own title screen and menus, and give your game a unique splash of color.
  • Test, tune, and optimize – adjust hit points and damage, modify player mechanics like speed and jump strength, optimize your game’s performance, and create a WebGL build to share your game online

More details are available on the Unity blog.  You can learn more about the template and see it in action in the video below.


GameDev News


28. October 2019


GDevelop 5 beta 82 was just released.  GDevelop is a completely open source game engine with a very beginner friendly visual programming language and a complete set of tools for creating 2D games.  A new tool addition this release is integration of a Yarn dialog editor enabling your game to support complex and branching dialogs.

Details on new features from the release notes:

  • The Yarn Dialogue editor is now embedded in GDevelop (thanks @blurymind!). Yarn is a powerful editor allowing to create advanced and dynamic dialogues with multiple choices.

    • When choosing a dialogue to load using the Dialogue Tree actions, you can edit or create a json file containing a dialogue in Yarn format.
    • Read the help page about dialogue trees to learn more about how to use them.
    • See the example "Dialogue Tree with Yarn" to see how to use dialogue actions. You can also try the example online.
  • Improved Shape Painter object with new shapes and advanced features (thanks @Bouh!).

    • Add ellipse, rounded rectangle and star to Shape Painter
    • Add support for other advanced shapes (arc, bezier curves), and shapes composed of multiple shapes.
  • Various new smaller features:

    • Add condition to check for WebGL support (thanks @Wend1go!)
    • Add "Scene just resumed" condition (thanks @Wend1go!)
    • Add menu item to extract events into a new group (thanks @Bouh!)

Be sure to check out the complete release notes for a full list of improvements and changes in this release.  If you are interested in learning more about GDevelop be sure to check out our hands-on video below.

GameDev News


27. October 2019


Talos is an open source Java based particle system creation tool powered by the LibGDX graphics framework.  The source code is available on GitHub under the Apache 2.0 open source license, while the executable is available here in JAR format.  Currently there is a LibGDX runtime with hopefully more game engines to follow in the future.

Version 1.05 was just released with the following features:

  • legacy libgdx particle file importer full functionality
  • Modules can now be renamed with double click on the title
  • Full Copy/Paste functionality for modules from emitter to the emitter. Works between different talos windows.
  • Additive blend mode support in renderer and config properties for emitter
  • Global dynamic user set vars (global scope input)
  • Dynamic Drag point support for visualizing vector2 values in the preview window
  • Filtered search drop-down for module creation
  • Dropping curve in empty location auto-open's module popup.
  • Preview supports background and foreground images.
  • Viewport width can be changed with exact numbers in input box instead of just scroll for zoom
  • Particle in the preview window can be moved with right-click
  • Module multi-select with rectangle hit, with SHIFT, and with Ctrl+A
  • Categorized module list
  • Some modules now have their default values exposed as input fields
  • Performance numbers such as triangles, particle count, render times and more shown in preview
  • Runtime: attached mode
  • Runtime: loopable effects and support for API methods such as pause/start/stop allow completion
  • Batch legacy import functionality
  • Export for runtime format
  • Settings dialog for default asset location
  • Module Grouping with Ctrl+G, color and custom text for module groups
  • Up & Down positioning for emitters.
  • Fixed samples list to work, now you can see 3 example .tls in File->Samples menu
  • Offset dynamic shape module
  • Module to script in java code and manipulate inputs/outputs
  • Beam Renderer module
  • Random Input slot module
  • Perlin Noise module
  • From To to Position/Size/Rotation converter module

Given the new ability to import existing LibGDX particle effects, you can download plenty of examples to play around with in this project.  If you are interested in learning LibGDX be sure to check out our complete tutorial series available here.  To learn more about Talos and see it in action, check out the video below.

GameDev News Art


26. October 2019


NeoAxis 2019.3 was just released.  NeoAxis is a free C# powered 3D game engine with an editor capable of targeting Windows and UWP platforms currently with more planned in the roadmap.  The 2019.3 release brings several major new features such as a new terrain system and a built in 3D building for assembling geometry directly inside the game engine.

Details from the changelog:

  • API of the engine and the editor have been updated. Now they are considered complete.
  • Terrain.
  • Builder 3D. Fast level creation tools, 3D modeling tools, constructive solid geometry operations.
  • Three ways to create objects in the scene are now available: Drag & Drop, By Click, By Brush.
  • Tools for creation a huge amount of objects.
  • Surface component. A definition of surface type which contains material, set of meshes and other objects. Surfaces are used for painting and object creation by means brush.
  • Group Of Objects component. An object in a scene designed to store and display a large number of similar objects.
  • Decals.
  • Material: Advanced blending. The ability to configure which channels to write to the G-Buffer. Used for decals.
  • Per-object motion blur.
  • Smooth LOD transition.
  • Area component. Represents an area in space defined by the set of points.
  • Layers in the scene.
  • Package manager has been added.
  • Support for creating a build for the target platform has been improved. Now scripts and engine add-ons are supported. The process of creating a build is simplified. The page about build in manual has been added.
  • Build for Universal Windows Platform (UWP) has been improved.
  • Engine DLL assemblies management has been improved. Now unnecessary assemblies are not loaded into the simulation, thereby reducing the load on garbage collector.
  • C# Editor: Work with CS files has been improved. Now changes are synchronized between files. Now there are no invalid warning markers.
  • C# Editor: The ability to customize the visibility of markers has been added.
  • Occlusion query API has been added.
  • Lens flares now use occlusion queries to detect visibility on the screen.
  • Lens flares now appear and disappear smoothly.
  • The ability to change video mode, fullscreen mode, vertical sync in the player app.
  • Editor: Tool tips for events.
  • Editor: Many small fixes.
  • Material Editor: Access to TexCoord 2 and 3 from the shader editor.
  • Material Editor: DitherBlending function.
  • Objects Window: Search.
  • Scene Editor: Select same objects in sphere area by mouse double click.
  • Vignetting screen effect: Noise.
  • Bug fix: Physics: No collision between soft bodies and rigid mesh shapes.
  • Bug fix: Scene Editor: Unable to detach the object when it contains collision body.
  • Bug fix: Screen Space Reflection effect fixed.

You can learn more about the release and see NeoAxis in action in the video below.

GameDev News


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