As a small Christmas gift I have decided to port some neat Booty5 changes over to the AppEasy Core and Goji Editor. I’ve listed the changes to 1.8.5b below:
- Added new “clone to all scenes” menu action which will clone an Icon / Label to all scenes
- Added new “delete from all scenes” menu action which will remove all Icons / Labels from all scenes that share the same name as the selected item
- Added new “copy to scene” which clones the selected actor into a new scene
- Added support for filled / unfilled ellipses and rects / rounded rects
- Added new Filled, CornerRadius and Thickness properties to actors
- Updated actors to support bitmap animation frames, actor properties now support frames property which can be use to change default frame order
- ImageActor XOML tag has new Filled (bool) property which specifies the filled / unfilled status of an actor, unfilled will be drawn with a border
- ImageActor XOML tag has new CornerRadius (float) property which can be used to specify the corner size of a rounded rect (note that RenderAs must be set to 2) to force actor to be rendered as a rect
- ImageActor XOML tag has new Thickness (float) property which specifies the border thickness for actors that are rendered unfilled
- ImageActor XOML tag has new RenderAs (int) property which specifies how the actor should be rendered, 0 – normal, 1 – render as an arc and 2 – render as a rect / rounded rect
- ImageActor XOML tag has new PlaybackSpeed property which specifies how quickly any attached bitmap animation will play back
- ImageActor XOML tag has new AnimFrames (array of its) property which specifies the order in which bitmap frames are played back
- Brush XOML tag has new RectFrames property which is a list of x,y,w,h rect frames that can be used to assign bitmap animations to actors
The most exciting changes (for me at least) are the addition of support for rendering arcs, rectangles and rounded rectangles, these can be filled with solid colour / bitmaps or rendered with an edge stroke that can also be solid colour or bitmapped. I found that these objects come in very useful when it comes to UI. If you look in the actors property panel in Goji you will notice a new “RenderAs” property. Changing this enables you to tell the engine to override the default rendering to render the actor as an arc or rect. Additional properties have been added to allow you to specify properties such as corner radius for rounded rects and thickness. If you are interested in seeing the code that generates these shapes then take a look in CzGeometry.cpp.
Another addition that I decided to port across was bitmap brush animations. Its awkward having to set up bitmap animations in XOML so I made it easier. You can now add individual rectangular frames to a brush to create an animation (Goji shows a preview of the animation). Once the brush is attached to an actor an as long as the Playback speed is set to something other than 0 then the animation will play. You can also override the order in which animation frames are played by setting your own animation frame indices in the Anim Frames properties box.
The Goji editor has had a new update today, mainly to bring the features more in line with Booty5. Changes include:
Added Support for ALT Tab to switch between previous / last resource
Added image preview to Icon background property
You can now select most resources directly in the object properties panel
Added shape editor
Added shape shape bitmap tracer and mesh optimiser
Concave fixtures are now exported as multiple convex fixtures
Changed code editor font to fixed size
Fixed actor insert crash bug
Fixed script / image auto reload
Fixed main canvas scaling
Fixed various export options
Fixed geometry not updating correctly bug
Fixed auto shut down of editor when clicking close button on are you sure dialog
Fixed deployment with Marmalade free license
Main changes relate to usability / productivity, just making things a little easier to use. Also the addition of the shape editor makes it possible to create physics shapes and geometries within Goji, avoiding the need for an additional shape editor.
You can download a free copy of the Goj Game Editor here
Just a quick heads up on the direction of the Goji Editor. With the news of a free Marmalade SDK license becoming available, I am going to rework Goji to integrate much more tightly with the Marmalade SDK. This will include features such as:
- Integration into the Marmalade build and deployment system, enabling deployment to all Marmalade supported platforms
- Test / debug using the more capable Marmalade simulator
- Development using C++ as well as Lua and XOML
- Deployment to device from the editor
- In depth publishing options which enable you to set up all of the different Marmalade deployment options more easily
- Marmalade code snippets / help / tutorials to aid development
- Code samples / tutorials section
- EDK builder to assist in the creation of Marmalade extensions
Other game development systems such as Corona and Gideros will still be supported for now. If you strongly want to keep support for Corona / Gideros then let me know
And my latest creation is now live, ShinAnimals a fun Yorkshire themed arcade puzzle game made using AppEasy> (Powered under the hood by the Marmalade SDK) and the Goji Editor. You can download from Google Play at:
Word of warning, this game is highly addictive and will put you on the edge of your seat!
Animals ShinAnimals, no longer content with grazing and lounging around all day the animals at the Yorkshire farm are bored to tears and have demanded that the farmer provide them some fun. The farmer has decided to arrange some mild entertainment by constructing 40 puzzles for the animals to crack. Can you help the animals crack all 40 puzzles?
The aim of the game is to crack each puzzle by stacking piles of animals ever higher, the higher the stack the more points the animals score. To beat a puzzle the farm animals must beat the target score set by the farmer. Puzzles start out simple, but soon become difficult including swinging crates, springy bridges, unstable constructions, traps, footballs and more.
- Normal and hard (Yorkshire) game modes
- 40 unique levels
- Hi-score tables
- Pickups, traps and other dangers
- Cheat system to help pass difficult levels
- FREE to play
- Can be enjoyed by kids and adults alike
- Yorkshire sound effects!
Made in Yorkshire by Yorkshire people, absolutely no Yorkshire animals were harmed during its making.
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.
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.
AppEasy Version 1.5.4 is Now Available
AppEasy the cross platform mobile game and app development system for iPhone, iPad, Android and Windows that is aimed at all levels of experience releases latest update
AppEasy version 1.5.4 is now available for download from here.
Please upgrade to the latest version. Note that before updating, close down your current version of AppEasy, rename c:\AppEasy to c:\AppEasy2, install and run AppEasy then copy any changes / certificates from c:\AppEasy2 to c:\AppEasy. Note that if you install the update before renaming c:\AppEasy then simply exit the AppEasy project manager, rename the folder and run AppEasy again.
- Added encrypt source to AppEasy project manager which will cause all xml and lua assets to be encrypted
- If actor has geometry assigned and no shape and it is under control of physics then the geometry will be assigned as the shape as long as the geometry is polygon based
- Added new matrix library to deal with Matrix maths
- Added actor library functions setVertex(), setRGBA() and setUV() which can be used to modify the actors underlying geometry
- Added support for decrypting lua and xoml assets, add decrypt tag to appeasy.xml with attribute enable=”true” to enable
- template.from container can now be nil to create resources in global resource space
- Fixed docked actors that are scaled
- Fixed issue in AppEasy where proportional sizing was not taking into account virtual resolution scaling
You can now protect your Lua and XOMl sources from prying eyes by enabled source encryption from the AppEasy project manager. This will turn your source files into an unreadable format that can only be understood by the AppEasy player.
Dynamic Geometry and Matrices
The most fun addition to this update is the ability to modify the geometry of actors that have a geometry attached. Coupled with the new matrix library you can create some interesting geometry animations as well as 3D projection. Check out Test71 which shows a large 50×50 3D grid of quads.
Updates will be pushed to AppEasy Core SDK on Github soon.
I’ve just released a new game for Android called Shuffle Match that is entirely created with the Goji game editor exported to AppEasy. Its currently available on Google Play and will be available on other stores sooonish, including Apple. I will be releasing the entire project for this game in the near future, so that others can learn from it.
The game was inspired by my youngest daughter, who likes to play matching games.
Heres a few details about the game:
Put your memory through a fun workout that starts with an easy warm up and progresses to a gruelling challenge worthy of any memory master.
- 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
- Compatible with phone and tablet
Game play is simple and casual, remember the numbers on the left board then shuffle the board and find them on the right board. Earn big bonuses by chaining guesses together. Track your stats from game to game to see how you improve.
The newest shiny version of Goji Editor the game IDE is now available for download, now with support for Corona, Gideros, Marmalade Quick and AppEasy.
- Export and test support for Corona added
- New property added called Object that enables you to specify the tag or object type that is exported for Gideros and AppEasy
- Gideros and Quick now export shapes and geometries as tables
- Named joints are now exported if a name is specified
- Added collision events to Gideros export
- Fixed Gideros “Show” action
- Fixed SVG import crash
- Fixed docking issue
- AppEasy circle shape radius was double what it should have been
- XOML files with XML extension are now recognised as XOML files when imported
- Fixed various issues with goji lua engine
More info and tutorials etc can be found at http://www.gojieditor.com/
Gideros export and testing support has been added to the Goji game IDE. Features include:
- Create and organise game levels / maps and app layouts into scenes and actors
- Complete game and app creators integrated development environment (IDE)/li>
- Export to many different game and app engine / programming language formats, including AppEasy / IwGame Engine, Marmalade Quick and Gideros/li>
- Export in multi-resolution friendly format, allowing exported data to be used on any sized display/li>
- Assisted layout editing, including tools to enable easy layout / layout management, bookmarking, edge / vertex snapping, directional cloning and so on/li>
- Full drag and drop support, drop entire folders of resources onto Goji and Goji automatically sorts them all for you/li>
- Support for import of SVG, Texture Packer, audio and other formats/li>
- Support for physics including shapes, fixtures, joints and the ability to test physics/li>
- Support for Meshes via Geometries/li>
- Definition of gaming logic and play using events and actions lists/li>
- Interactive play mode that launches the game using the built in engine or other engines, also shows coloured debug output/li>
- Goji engine which extends Gideros adding functionality such as depth sprites for parallaxing, touch panning, camera follow target, draggable sprites etc../li>
- Create complete working / runnable projects/li>
- Support for user properties and whole bunch of other stuff/li>
More info and tutorials etc can be found at http://www.gojieditor.com/