League of Legendary Gamers for Android available for free now on Google Play

League of legendary gamers

League of legendary gamers

The League of Legendary Gamers (not to be confused with League of Legends) is now available for Android phones and tablets. The League of Legendary Gamers is a competitive game that encourages gamers to compete for the top spots in the legendary gamers leagues, earning a well respected and honoured position at the top of the leagues. Players compete in various never ending games that are designed with difficulty that ramps up every time the player progresses, providing as constant challenge. Players submit their results to the game server where they are compared to every other player that has played, earning them a rank. Its a very simple formula, the higher you rank the more awesome you are.

Available FREE for Android on Google Play

Available FREE for iPhone and iPad on the App Store (Coming Soon….)

Need hints and tips or stuck then visit our Facebook Page

Booty5 HTML5 Game Maker 1.9.2b out now – Web Audio API Support Added

Support for the Web Audio API has been added offering better control over audio playback. Using it is s simple case of ticking support for it in the projects properties (on by default).

Full list of changes include:

Game Editor v1.9.2b:

  • Added new use web audio export option to project settings
  • Added new auto play property to sounds which cause sound to automatically start playing once loaded
  • Added new export option force_round which will force all exported actors to use pixel rounding
  • Fix: Project property smoothing is now applied in exported code
  • Fix: Canvas centering on some mobile devices

Game Engine v1.4.8 and 1.4.9:

  • b5.Xoml.loadJSON now accepts 4th parameter which can be used to stipulate loaded data should be returned as binary buffer
  • b5.App.use_web_audio property added which can be used to switch on support for Web Audio if it is supported
  • b5.Xoml.loadJSON moved to b5.Utils.loadJSON
  • b5.Xoml.loadJS moved to b5.Utils.loadJS
  • Added support for web audio API to sound (default is enabled). To disable Web Audio set b5.App.use_web_audio to false. If web audio is not supported then it will fallback to HTML5 Audio
  • b5.App constructor now accepts a second parameter which enables / disables web audio support
  • Added b5.Sound.auto_play property to enable auto playback of sounds after they are loaded
  • JSDoc documentation added
  • b5.App.canvas_fill_window removed
  • Modified how the render scaling and canvas resizing works to make it easier to use.

Download the latest version of Booty5 HTML5 Gama Maker.

Booty5 HTML5 Game Maker 1.9.1b Available – Text preview and collision flags

Booty5 the HTML5 Game Maker v1.9.1b is now available for free download.

Editor Changes:

  • Scale and angle are now affected in multiple actor selections
  • Editor export properties now supports smoothing property that will enable / disable anti-aliasing during rendering
  • Added support for rounding pixels to actors, if disabled then pixel coordinates will be rounded to integer values, can improve performance but at a cost of lower precision rendering
  • Removed some currently unused options from sprite and label
  • Font size and face separated in labels
  • Font weight added to label
  • Editor now shows text preview
  • Exported collision flags are now used by engine
  • Added vertices snap to shape editor
  • Added new Collision Flags example
  • Fix: Convex shapes were not exporting correctly
  • Fix: Some properties such as actor scale were not exporting correctly with an export precision of 0

Engine Changes:

  • Added new property to Actor called round_pixels, when set to true vertices will be rounded to integer which can speed up rendering significantly
  • Added support for collision flags to physics fixtures (category, mask and group index)

The Booty5 HTML5 game manual ebook has also been updated.

Booty5 v1.8.9b now available – Code restructure and Actions Lists

Booty5 1.8.9b out NOW

Booty5, the HTML5 Flash Like Game Maker

Booty5, the HTML5 Flash Like Game Maker

Booty5 1.8.9b represents a big shift towards making the Booty5 JavaScript engine more modern, a number of major changes have taken place to the engine including:

  • 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:
    • A_ChangeActions
    • A_CreateExplosion
    • A_CreatePlume
    • A_ChangeTimeline
    • A_AttractX
    • A_AttractY
    • A_Attract
    • A_Sound
    • A_CamStopMove
    • A_CamGravity
    • A_CamMove
    • A_CamMoveTo
    • A_CamFollow
    • A_CamFollowPath
    • A_CamFollowPathVel
    • A_CamLimitMove
    • A_Wait
    • A_SetProps
    • A_AddProps
    • A_TweenProps
    • A_Call
    • A_Create
    • A_Destroy
    • A_FocusScene
    • A_StopMove
    • A_Gravity
    • A_Move
    • A_MoveTo
    • A_MoveWithSpeed
    • A_Follow
    • A_LookAt
    • A_FollowPath
    • A_FollowPathVel
    • A_LimitMove
    • A_SetLinearVelocity
    • A_SetAngularVelocity
    • A_ApplyForce
    • A_ApplyImpulse
    • A_ApplyTorque
  • 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

Made with Goji Editor games Shuffle Match and Shuffle Match for Kids now on iPhone, iPad and BlackBerry

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.

Shuffle Match – Made with the Goji Editor

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.

Goji Game and App Editor beta is now available

The Goji Editor has finally entered beta and is now available for download from www.gojieditor.com.

What is the Goji Editor?

One of the more difficult processes involved in developing applications and games is how to create and organise the content. By organising content we refer to managing all of the elements that make up the game or app, such as images, sounds, brushes, physics materials, level layouts, user interface layouts, scripts and so on. The Goji Editor primarily helps you to quickly create and test game levels / app layouts and organise the lifetime of resources as well as test in real-time across different screen resolutions.

Goji’s secondary function is to enable full game and app production using available game and app development systems such as AppEasy / IwGame Engine, Marmalade Quick, Corona, GiderOS, HTML5 etc,.,. Goji aims to be as platform and development system agnostic as possible to ensure that exported data can be used by any development system and on any platform.

What does the Goji Editor look like?

Goji Editor Screenshot

Who is the Goji Editor for?

Goji has been designed primarily for designers and developers that create apps and games for mobile and desktop systems. However, Goji is flexible, supporting a huge canvas area and could be used in any capacity that involves organising and laying out graphical information spatially. Goji is also a great learning tool for students that are interested in learning the process of putting together apps and games in an environment where they can make changes and see the results of those changes very quickly.

What are Goji’s features? 

  • Create and organise game level levels and app layouts into scenes and actors

  • Export to many different game and app engine / programming language formats, including AppEasy / IwGame Engine, Marmalade Quick, JSON, XML (HTML5, Corona and GiderOS coming soon)

  • Export in multi-resolution friendly format, allowing exported data to be used on any sized display

  • Assisted layout editing, including tools to enable easy layout / layout management, bookmarking, edge / vertex snapping, directional cloning and so on

  • Full drag and drop support, drop entire folders of resources onto Goji and Goji automatically sorts them all for you

  • Support for import of SVG, Texture Packer and other formats

  • Support for physics including fixtures, joints and the ability to test physics

  • Definition of gaming logic and play using events and actions lists

  • Support for Lua / Javascript and other language editing, includes syntax highlighting, code folding and search / replace

  • Interactive play mode that launches the game using the built in engine or other engines, also shows coloured debug output

  • Create complete working / runnable projects

  • Support for user properties

Notes:

  • TexturePacker is a tool that is used to combine many images into a single image, usually referred to as a sprite / texture atlas. Packing images into a single image improves rendering performance.

  • SVG (Scalable Vector Graphics) format is an XML based format that is used to represent two dimensional vector art work. Goji imports the following tags svg (scene), g (layer), image (actor), rect (shape) and path (shape or geometry). SVG is used by packages such as Inkscape and Adobe illustrator

Future features

Features that are currently in development or will be available in the near future include:

  • Export for Corona, GiderOS and HTMl5

  • Complex actions lists

  • Support for animation creation using timelines

  • Deployment to iOS and Android devices

  • Support for audio, video, web views, in-app purchase, ads and many more additional services

How do I download the Goji Editor?

At the moment the Goji Editor is in open beta and is free to use, however the Goji Editor will eventually become a paid product in the future. To download the Goji Editor please register and sign in then click the download menu to be taken to the download area where you can download a beta copy of the Goji Editor.

 

AppEasy 1.4.8 Now Available

AppEasy Version 1.4.8 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 1.4.8 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 1.4.8 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.

Core Engine Changes:

  • Added new Lua function particles.removeAll() which removes all particles from the actor
  • Added new Lua function resource.findOfType(resource-type-name, container (optional)) which returns a table of resources that are of the specified type
  • Added new Lua function scene.findOfType(scene-type-name) which returns a table of scenes that are of the specified type
  • RemoteReq now supports Header inner tags that enables you to add headers to requests
  • New RemoteRequest test example added (Test 64)
  • Added new Lua function actor.findAll(scene) which returns a table of all actors in a scene, including actors that are in the process of being destroyed
  • New lua library added called xml which deals with creating xml as well as loading and saving it
  • Scene Physics property can now be written to, however if the scene was not declared with physics enabled then it has no affect
  • Added new keyboard functions to Lua input library, getKeyPressed(), isKeyDown(key-code), isKeyUp(key-code)
  • Added new keyboard test demo (Test65)
  • Added new lua function sys.getTotalFrames() which returns the total number of frames that have been processed since app boot
  • Added new lua function sys.getFrameRate() which returns the current estimated frame rate
  • Added new lua function sys.pauseTime(paused (boolean)) which pauses / un-pauses time. Passing false will reset the time delay from the last frame, useful when performing long operations that take a long time such as loading and prevents sudden jumps at the start of a level
  • Added new lua function sys.isTimePaused() to test if time is paused
  • Added new SetPaused(paused (boolean)) action
  • Added new lua function variable.asTable(variable) which returns an array variable as a lua table
  • Added new lua function resource.create(type-name(string), parameters(table), parent(object, optional)) that allows creation of any type of XOML resource from lua (actors, scenes, images, fonts, etc..) (returns an instance of the created resource)
  • Added new lua function resource.createFromString(xoml-string (string), parent(object, optional) that creates XOML directly from a string
  • Added Anchor property to actors that enables you to change the anchor point between top-left and centre. Anchoring does not currently work with actors placed inside container controls such as list boxes
  • Added new lua function scene.updatePhysics(scene, time) – Manually calls the scenes physics update, can be used to stabilise physics world pre frame
  • Added new lua function scene.cleanup(scene) which cleans up deleted actors from the scene
  • Added new XOML type called Timer that enables actions to be called when they time out. Global resource manager, Actors and scenes each have their own timers manager
  • Added new Lua library called timer which enables interaction with XOML timers
  • Added new ChangeTimer action
  • Added new Test0 example that shows the use of anchors
  • Added new Test67 example which shows how to use timers
  • BUG FIX: When no actor is specified and scene is specified in CallActions the scene will now be used as the target
  • BUG FIX: Fixed bug in xml parser that wasnt correctly reading tag values
  • BUG FIX: Fixed crash that occurs when attempting to set a property that is read-only or read a property that is write-only
  • BUG FIX: Weld joint reference angle wasn’t correctly calculated for rotated objects
  • BUG FIX: Fixed box2d polygon vertex winding issue

Creating XOML from Lua

One of the biggest changes in 1.4.8 is the ability to create any type of XOML resource on the Lua side. This includes actors and even scenes. Lets take a look at a short example that shows how to create al label actor:

-- Create a XOML label from a table
local label = resource.create("Label", {
	Name="Label1",
	Font="serif",
	Position="0, -100",
	Text="Hello World",
	BackgroundColour="80, 80, 80, 255",
	Background="Button1Brush",
	Size="-100, 50",
	AutoHeight="true"}, _scene)
-- Change the Text property
actor.set(label, "Text", "Hey man")

Also, it is now possible to instantiate a complete string of XOML from Lua. Lets take a quick look at an example:

-- Create XOML label from string
local xoml = [[
<Label Position="0, 100" Font="serif" Text="Test creating XOML resources from Lua" BackgroundColour="80, 80, 80, 255"
Background="Button1Brush" Size="-100, -10" AutoHeight="true" IgnoreCamera="true" />]]
resource.createFromString(xoml, _scene)

Timers

Another great new feature that has been added is Timers. Timers are incredibly useful in game and app development. A timer can be created and given a timeout duration, when the timer times out an actions list will be called. Timers can repeat a specified number of time and can also delete themselves when finished, allowing you to use them in a fire and forget manner.

Actor Anchors

Its now possible to change the position of an actors visual anchor, so those of you that are used to working with placing sprites using their top-left anchor point can do so.

Remote Request Headers

Remote Requests now support headers allowing you to pass heads along with HTTP requests to your web services.

Pausing Time

We’ve now made it possible to pause and resume game time. This is very useful if you have operations that take a while to complete mid-game (such as loading) and can be used to prevent unrealistic frame time jumps.

AppEasy 1.4.7 – The Easy Cross Platform Development System for Mobile now Available for Download

AppEasy Version 1.4.7 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 1.4.7 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 1.4.7 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.

Core Engine Changes:

  • ActorParticles has new property called VelocityAll which sets the velocity of all particles in the particle system
  • actor lua lib has new closest(actor, type) and furthest(actor, type) which return the closest and furthest actors from the specified actor
  • CallGlobalScript action now works the same way as CallScript
  • All lua functions now report file and line number errors
  • All command and actions now report error files and line numbers, although line number reported is the actions list or program that contains the problem action or command and not the actual problem action or command
  • ActorParticles has new attribute called AutoDelete, when set to true (default) actor is deleted when it finishes otherwise it is left in an inactive and invisible state
  • BodyAwake attribute added to actors which returns true if the physics body is awake
  • Destroyed attribute added to actors which returns true if actor has been marked as destroyed by the system
  • actions.call() can take a scene or actor. If neither are supplied then the containing actor or scene will be used as the target
  • sys.loadXoml() function added to load XOML files from Lua
  • Scene now has new OnPan event that gets called when the scene is panned
  • New actor.findOfType(type, scene) added that returns a table of all actors of the specified type
  • Bindings now support index variables
  • Adding to Position, PositionX and PositionY are no longer applied using the original position
  • PositionOrg, PositionOrgX and PositionOrgY added that do reference the original position (write only and cannot be set, only used for adding)
  • Added new particles lua library that can be used to interact with the particles within an ActorParticles based actor
  • ActorParticles Gravity changed from float to vec2
  • ActorParticles has new ParticleCount property
  • BUG FIX: Calling global script from actions in actor container was not passing in container actor
  • BUG FIX: Memory leak when adding a tag other than particle inside ActorParticle definition
  • BUG FIX: Particles depth broken in ActorParticles
  • BUG FIX: Some events were not being over written when set via properties
  • BUG FIX: actor.add() fixed
  • BUG FIX: Setting opacity property did not work as intended
  • BUG FIX: When setting variable to a whole number from lua, trailing zeros are now removed
  • BUG FIX: Box2dMaterial was not being applied when set as a property
  • BUG FIX: OnCollisionStart / OnCollisionEnd was being called for each actor that the target actor collided with

Error Reporting

We have done more work on the error reporting system, you will now find more meaningful error reports in debug.txt, including file names and line numbers.

Programmable Particle Systems

Particle actors have been made more versatile, including providing a new lua API (particles) that provides direct access to individual particles.

Other stuff

Scenes now support the OnPan event, which is called when a user pans the camera in a scene. The sys lua library also now allows loading of XOML files from lua.