Booty5 1.8.9b out NOW
Booty5, the HTML5 Flash Like Game Maker
- 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
Marmalade have recently carried out speed and deployment size tests between test apps written with both Marmalade SDK and Unity 3D and the results are somewhat surprising. The test app basically displays a little over 400 animating sprites. Here are the results:
- Unity APK size is 658% larger than the Marmalade APK size
- Unity app installed size is 1935% larger than the Marmalade app installed size
- Marmalade APK app is 356% faster than Unity app
I was already aware of the size difference between Unity and Marmalade deployed apps but was surprised by the speed difference.
In the interests of fairness this is just a simple app that displays animating sprites, but it cannot be denied that a side by side raw comparison the Marmalade SDK beats Unity hands down.
The latest version of Booty5 the free HTML5 game maker now has support for creating Flash like animations, enabling web developers to create Flash like games across mobile and desktop browsers using an easy to use WYSIWYG game editor. A screen shot of the editor in actions is shown below:
Booty5, the HTML5 Flash Like Game Maker
View a demo that was creating in less than 30 minutes here.
More details about this release of Booty5 and to download go here.
Latest release of the Marmalade SDK (7.4.2) is now available for download. Latest changes include:
- Support for iOS 8 frameworks
- Support for iOS 8 interactive notifications
- Initial support for Android Lollipop and 64-bit device compatibility
- Updated FreeType library to version 2.5.3, with preliminary SDK support for OTF fonts
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
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:
FREE - http://play.google.com/store/apps/details?id=com.drmop.shinanimals
Premium - http://play.google.com/store/apps/details?id=com.drmop.shinanimalssmooth
You can also download for iPHone, iPad and iPod from the Apple App Store at:
FREE - http://itunes.apple.com/app/shinanimals/id889729274
Premium - http://itunes.apple.com/us/app/shinanimals-smooth/id891885372?mt=8
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.
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.
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.
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?
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
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
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
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.
If you are thinking about paid advertising to sell your new mobile game or app then you may want to think again. I came across this very informative article outlining the experiences of a real mobile game developer and would recommend it as a must read:
Misadventures in Mobile Advertising on Gamasutra
The article paints a VERY bleak picture of extortionate CPI advertising where the likes of Apple (yes Apple you read that correctly), are effectively charging over $60 per user acquisition. To add insult to injury the developer that got the acquisition is paid just a cent! This is not limited to just Apple, many advertises are up to the same extortionate tricks.