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26. April 2019


Several weeks ago, Godot 3.1 finally shipped after a year of development.  Since then, several details and hints about what are coming in the 3.2 release have become available.  This post is gathering all of those details together in a single place.

There have been a few posts on the Godot website detailing 3.2 features:

In addition to these announced features, several more have been discussed on Twitter.

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Now what’s not happening in Godot 3.2:

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Godot 4.0 is a release much further down the road and will include the Vulkan renderer and other improvements.  For details on the 4.0 release check out this previous post.

Programming General


13. March 2019


Just 7 years after doing our Battle of the Lua Game Engines comparison between Gideros, Corona, Love and MOAI, we have finally done a hands-on review of the Gideros game engine.  A lot has changed in 7 years, including the fact that Gideros is now free and open source, available on GitHub.  It is a well documented, cross platform (Windows, Mac, Linux, Pi) 2D game engine capable of targeting all those platforms as well as the most popular mobile platforms including iOS and Android.  One of the biggest strengths of Gideros is it’s Player application, enabling real-time testing over Wi-Fi, vastly improving the testing and deployment phases.

Thankfully you do not have to build Gideros from source, with downloadable installers available here.  In addition to Gideros, I highly recommend you check out ZeroBrane Studio for a superior Lua development experience.

The following video shows Gideros Studio in action:


The code we created in the video above was:

local font = TTFont.new("Roboto.ttf", 64)
local text = TextField.new(font,"Hello Cruel World!")
text:setPosition(application:getContentWidth()/2,application:getContentHeight()/2)

stage:addChild(text)

function mainLoop()
	local x,y,z = text:getPosition()
	text:setPosition(x,y+1)
	text:setTextColor(0xff0000)
end

stage:addEventListener(Event.ENTER_FRAME, mainLoop)
You need to place a font named Roboto.ttf (or any ttf font, just change the parameter in the first line of code if you substitute your own font) in your assets directory for this to run.

If Gideros doesn’t appeal to you, but you are still interested in a Lua based game engine, be sure to check out our Love/Lua tutorial series available here.

Programming


16. February 2019


So many of the best games ever created use the Isometric graphic style.  Games such as Baldur’s Gate 1 and 2, Planescape Torment, Ultima 7, XCom and Diablo 1 and 2 are shining examples of games made in this style.  In this tutorial we show how you can easily create Isometric style maps using the excellent open source Tiled map editor.  We show how to import multiple tilesets, create an isometric tile map composed of multiple layers and how to define triggers and properties for use in your game.

Resources Used/Mentioned in this Tutorial:

Programming Design Art


7. February 2019


Today we are looking at the Magnum Engine, a cross platform C++ game framework, which just released version 2019.1.  It is very similar in scope and functionality to the Kha Framework and the BS::Framework.  The Magnum Engine is completely modular, so you only pay for the functionality you need and ignore the rest.  It provides most of the functionality you would require to build a game engine including rendering, scene graph, audio, input handling, texture and model loaders and more.

The Magnum Engine is available on the following platforms and/or using the following renderers:

  • Linux and embedded Linux
  • Windows, Windows RT (Store/Phone)
  • macOS, iOS
  • Android
  • Web (asm.js or WebAssembly), through Emscripten

Graphics APIs:

  • OpenGL 2.1 through 4.6, core profile functionality and modern extensions
  • OpenGL ES 2.0, 3.0–3.2 and extensions to match desktop OpenGL functionality
  • WebGL 1.0, 2.0 and extensions to match desktop OpenGL functionality


The project is open source and hosted on GitHub under the MIT open source license.  Getting started documentation is available here while several compiled examples can be found here.  To learn more about the Magnum Engine, be sure to check out the video below.

GameDev News Programming


27. January 2019


We just published a brand new 18 part text tutorial series over on DevGa.me, Getting Started with Godot Step by Step Tutorial Series.  This tutorial walks you through theEBookCoverA4Format entire game creation process using Godot 3.1, from creating your initial project, to publishing your game with details step by step instructions and screen shots.  Even better it’s got professional quality art assets from Game Developer Studios and is completely open source!

The tutorial consist of:

Getting Started with Godot

Setup and Project Creation

Creating your Title Screen

Playing Background Music

Global Data via Autorun

Creating a Simple UI

Creating the Main Game Scene

Creating Parallax Clouds

Creating the Player

Handling Input

Add a Scene Animation

Creating Bullets

Creating the Enemies

Configuring the Collisions

Populating the Game World

Adding Shooting to the Game

Making Things Explode

The Final Code

Building your Game for Windows

If you need more detailed information on any subject we cover, be sure to check our existing Godot 3 Tutorial series, that goes into much more technical detail.  There will be a step by step video version available shortly.  There is also a 70pg PDF version of this tutorial available for Patreons.

Programming Art Design


AppGameKit Studio

See More Tutorials on DevGa.me!

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