The first version of the Booty5 HTML5 Game Maker Manual e-book is now available for free download. Find out more on the Booty5 free e-book page.
- Code restructured
- All classes moved into the b5 namespace
- TheApp class renamed to App
- window.app replaced with b5.app
- Added new property to App called canvas_fill_window which when set to false will prevent the canvas from being resized to fit window
- Added support for sequential and concurrent actions to app, actors and scenes via ActionsListManager and ActionsList classes
- Large collection of pre-defined actions added:
- Actor.setPositionPhysics() deprecated, use setPosition instead
- Actor.setRotationPhysics deprecated, use setRotation instead
- Moved getResFromType() out of App and Scene classes into common Utils class
- Added new Utils.findObjectFromPath() and Utils.resolveObject() which can be used to find actors, scenes, action lists and timelines from a path such as gamescene.actor1.timeline1
- Added new Utils.findResourceFromPath() and Utils.resolveResource() which can be used to find resources from a path such as gamescene.sound1
- Added new _atlas, _bitmap, _clip_shape properties to Actor that can use resource paths as well as instances of resources
- Added new _clip_shape property to Scene that can use resource paths as well as instances of resources
- Added new _focus_scene and _focus_scene2 properties to App that can use resource paths as well as instances of resources
- Added vx_damping and vy_damping to scene camera
- Updated Xoml.js to load new actions lists from Booty5 editor exported JSON format
- generateExplosion, generatePlume and generateRain now also accept string version of type
- Logic and rendering decoupled. Logic (app.mainLogic) now ran on timer at default 60 fps whilst and rendering (app.mainDraw) at max frame rate
- New Actions example added
- Fix: Animation.Update() locks up when only a single key frame is specified
- Fix: “none” rescaling method was not working correctly
- Fix: Box2D forces applied in Actor OnTick were not being applied
Booty5 game maker editor changes v1.8.9b include:
- Added new property to project section called Fill Window which when set to false will prevent the canvas from being resized to fit browser window. Setting to false is useful if you have a canvas that fits in vertically with other page content as no borders will be shown.
- Updated events editor
- IsPath added to Shape properties, which can be used to mark shapes to be used as paths
- Added actions system and Action List editor to Actors and Scenes
- Project property Frame Rate now exported
- Fix: Proportional origins were not working
- Fix: “Wait for resources” project option not saving correctly
- Fix: Attempting to export a project that has a brush that points to an image that is not present on disk crashes
Latest version of the free Marmalade compatible game IDE the Goji Editor is now available for free download
- Added New Project dialog with support for creating wireframe projects
- Update to AppEasy Core to work with Marmalade SDK v7.4
- Fixed export of extra app.icf settings
- Fixed missing app_id for Facebook extension when deploying device builds
App discovery from the users point of view
First and foremost, as an avid mobile app user and gamer I have a MASSIVE gripe with app stores such as Google Play and Apple’s App Store. When I visit Google Play and the iOS App Store I am ALWAYS presented with apps and games that I have seen before. Not only that these apps and games rarely change. I can log in every day for a week and see the same old stuff there. I am forced to drill down categories for hours and hours just to find an app or game that’s new or different. I feel very strongly that app discovery at the moment on the major app stores is stagnant and a mind numbing experience.
Free Games Bandit solves this discovery problem by presenting a collection of random games and apps to you the user. It also presents them in an exciting interactive format that feels very game like making app discovery FUN.
App discovery from the game and app developers point of view
So as a mobile game and app developer you created your latest marvel app or game and put it on the app store, did a little PR, posted to various gaming forums, told your friends, announced on Facebook / Twitter etc, maybe a little paid advertising, but where are the sales and downloads?
80% of most new apps and games for Android and iPhone / iPad get buried at the bottom of the app store under the immense weight of the app stores themselves. what are your chances of being discovered? That’s right, virtually 0, which is evident with how many apps are on Google Play / Apple App Store with fewer than 10 downloads. What would your downloads look like if you as a developer had the same chance of getting your app discovered as all other developers? Free Games bandit does not discriminate, all app developers that add an app have the same chance of being discovered
So if you are an app user / gamer looking for a new, unique and interesting way of finding new apps and games or a mobile developer looking for a fair and free way of promoting your apps then pop over to Free Games Bandit. Note that there is no sign up required to use or add apps.
Free Games Bandit on Facebook
Free Games Bandit is now available on Facebook as an app at https://apps.facebook.com/freegamesbandit. I’ve also added a Facebook page at https://www.facebook.com/freegamesbandit where you can keep up to date with development news.
Looking at my recent app sales / downloads and feeling quite disappointed I sat wondering why none of my apps have yet been featured on Google Play. I searched around and around and finally found something that could explain why. A recent-ish (2012 to be exact) talk by Dan Galpin and Ian Lewis at the Google I/O conference offered up some dos and donts when it comes to “possibly” being featured on Google Play. The video of the Google I/O event can be watched here.
A basic summary is shown below:
- Make sure app works on latest OS release (hide soft buttons too)
- Do not enable copy protection in Google Play developer console (this has already been removed)
- Use back button to pop up pause menu or return to previous screen
- Respect Android life cycle. One tip, when game returns from paused state, pop up a game paused menu and never lose game progress
- Don’t use certain permissions if your app doesn’t really use them such as read / write SMS, change wifi state etc..
- Conserve system resources (memory, battery etc..)
- Follow Google’s rules such as a) dont use other 3rd party IAP API’s b) Do not upload apps that download others apps c) Do not bribe users for 5 star reviews
- IAP must be done correctly, including taking into account situation where purchase was not delivered because the app was paused or shut down
- Make sure game works and runs well across wide variety of different devices
- Get app store listing correct and make sure that the featured images are ok at a low resolution, such as text can be read. Don’t include keyword spamming or phrases such as “if you like xxxx then” or use over salesy type language
There are more tips, so its well worth watching the video.
Good luck with getting your app or game featured on Google Play.
Anyways, sales pitch aside, lets take a look at some of the recent changes:
- Fortumo now integrated with IwBilling and Quick Billing.
- New FBX to Marmalade converter tool, making it easy to get your 3D assets from tools such as Maya LT, 3ds Max and others that support FBX format into Marmalade.
- ideviceinstaller now available on Windows (goodbye iTunes!).
- IwGx now supports the ETC2 and EAC compressed texture formats.
- IwGx PowerVR texture compression efficiency improved.
- Initial support for PowerVR Tools (PVRTrace and PVRTune) on Windows Desktop.
I’m majorly excited about three of the new features in particular. The first is the support for Fortumo integration into IwBilling and QBilling. If you don’t know what they are then they are a single unified solution that enables you to “very easily” add in-app purchasing to your app across multiple different app stores. The addition of Fortumo means that in-app purchases can now be accepted by a vast number of different app stores (Android in particular).
Second feature is not having to install apps to an iOS device using the infinitely despised iTunes client on PC. I have never come across such a bug ridden piece of software in all my years. I will be happy to be deploying directly to device from now on!
Lastly, a new FBX converter that converts Maya LT exported FBX files into a lovely Marmalade format, yummy yummy.
By the way, did I mention that the Marmalade SDK is now available on a FREE license!
Yes you did read that right! The Marmalade SDK can be freely downloaded and used in all its flavours including:
- C++ – Create native games and apps in blazing pedal to the metal C++
- Juice – Easily port existing Objective-C based iOS games and apps to Android
- Quick – Create games and apps rapidly using Lua
- Web – Combine the power of C++ and HTML5
Sounds too good to be true? No, not at all. There are some restrictions such as:
- Limited extensions, but most important ones included
- Shows advert on boot
- Shows a splash screen on boot
But hey, you get support for the following platforms out of the box:
- Windows Phone
- Windows Store
- BlackBerry 10
Why am I so excited about the Marmalade SDK providing a free license? As most of you are aware I’ve been developing the open source AppEasy Core SDK which is a powerful game and app engine that makes creating games and apps super simple. This move by Marmalade will help to propagate its usage within the developer community. Not only that it opens the door for other developers to create extensions, middleware and tooling based on or around Marmalade.
Exciting times ahead is all I can say! Well done Marmalade.
What next? Well go and download your free copy of the Marmalade SDK right now.
The clever bunnies over at Marmalade Technologies have today released an awesome new piece of open source technology called Marmalade Juice that I have no doubt many iOS developers will be thrilled to hear about. Catchy name aside, what is this Marmalade Juice technology all about and what can it do for iOS developers? Lets take a quick look at what is says on the tin.
“Marmalade Juice is a new and innovative technology which gives developers the ability to recompile their iOS projects natively for Android. And, because there is no need for laborious re-writing, you can focus on making your game the best it can be.”
So what does that mean? In essence it means that you can take your existing Objective-C XCode code base, compile and run it on the Android platform. As Marmalade Juice is an evolving technology there are a few areas that Juice does not currently fully support, but using the already existing Marmalade extensions you can still utilise them with a little code rework. Not much to ask considering that its infinitely easier than learning the Java / Android development ecosystem, oh and don’t get me started on Eclipse!
So in essence Marmalade Juice equates to easy porting from iOS to Android (that’s over 1 billion extra devices to target your games at!) for iOS developers around the world and an extra revenue stream, which is always nice for budding indie developers and the big boys alike.
All you need to get going is Marmalade Juice, XCode and the Android SDK.
Oh, even more great news. Juice will now be included in all Marmalade licenses and for a limited amount of time the yearly community license is free, so you get to play with Juice for free!
Interested? then mosey on over to the Marmalade Juice web site and grab a license whilst its free.
Pocketeers has announced the release of two of its new memory game titles aimed at adults and children, Shuffle Match and Shuffle Match for Kids. Both titles were created using the Goji Editor game IDE and the AppEasy cross platform game engine.
Shuffle Match is a fun endless challenge memory game that starts out with an easy two grid and progresses up to a ten grid over time, ramping up the difficulty the longer you play, guaranteeing a great memory workout. Features include:
* Endless challenge, go as far as your memory will take you
* Easy and hard play modes
* Track your progress
* Play up to 10 x 10 memory grid in hard mode
* Very colourful graphics
* Great sound track
* NO IAP so no chance of kids running up huge bills
Shuffle Match for Kids is a version of Shuffle match that is optimised for children and has been tested on children of different age groups to optimise grid sizes and round times to ensure that the game does not become too difficult too quickly. 3 game modes are available based on age range, including younger than 6, 7 to 10 year old’s and 11+. Features include:
* Designed for 3 age ranges (6 and younger, 7 to 10 year old’s and 11 and over)
* Very colourful graphics
* Perky sound track
* Your child can track their progress to see how they improve
* NO IAP so no chance of children running up huge bills
Both titles are also available on Android, Blackberry PlayBook and BlackBerry 10 phones and tablets.
Shuffle Match and Shuffle Match for Kids were created using the Goji Editor which is a powerful game and app creation IDE that is compatible with AppEasy, Marmalade Quick, Corona and Gideros engines.