Goji Game Maker for Marmalade v1.8.5b out now

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.

 

 

 

 

Booty5 v1.8.4b the free HTML5 game maker out now, support for the Marmalade SDK added

I realise that two updates inside of a week is a bit much but I wanted to get this update out quickly because I have changed the way gradients are used by game objects substantially, I’ve also added project generation for the Marmalade SDK using Web Marmalade. Web Marmalade is a system that enables you to package your HTML5 games / apps into a native app for a variety of different mobile phones and tablets, allowing you to submit them to the app stores. Web Marmalade also provides access to native device specific features. To export a Marmalade compatible project simply go to the Project Settings, select the Marmalade tab and tick the “Export MKB” option then either run or test the project. This will generate a project in the marmalade sub folder inside your project folder. You can import this file into the Marmalade Hub and then deploy your HTML5 game as a native app to a device or run in the simulator to test.

Changes for this release include:

  • Replaced gradient angle with gradient start / end vectors
  • Labels can now use gradients
  • New Marmalade properties section added to project properties which enables a Marmalade SDK compatible web application to be exported

Changes to the editor include:

  • Added support for gradients to unfilled shapes
  • Removed gradient angle property and replaced with gradient start and gradient end points
  • Added support for text gradients
  • Moved gradient style creation out of Xoml class and into Gradient class

You can download Booty5 for free from the Booty5 web site

Booty5 the free HTML5 game maker 1.8.3b is out now

Booty5 is a free HTML5 game maker, for more information visit the Booty web site

Been very busy since the last update extending the features of Booty5 to bring more HTML5 specific features into the editor. The editor changes for this release include:

  • Added mouse wheel joint type to list of joint types
  • Added new property called ExportName to Scene, this changes the name of the scene, but not its exported file name
  • Added support for corner radius to rects enabling rounded rects
  • Added support for none filled polygons, arcs, rects and labels
  • Added support for stroke colour and thickness
  • Layers are now exported and used by engine
  • Added support for shadows to all actor types
  • Added support for composite operations
  • Added support for Scene OnKeyPress, OnKeyDown and OnKeyUp events
  • Added new gradient brush type and gradient editor
  • Actors can now render gradient brushes at any angle

Engine changes:

  • Added support for wheel joint
  • Added panning property to Scene to determine when the scene is being touch panned
  • Box2D begin and end contact callbacks now call both objects that were affected
  • Added corner_radius property to rectActor to render rounded rects
  • Added support for stroke colour and thickness to rect, arc, polygon and label actors
  • Added support for scene and actor layer ordering. Set layer via _layer property and not layer variable to ensure that re-sorting takes place
  • Added new shadow properties all actor types (shadow, shadow_x, shadow_y, shadow_colour, shadow_blur)
  • Added support for composite operations to actors
  • Added support for Scene onKeyPress, onKeyDown and onKeyUp events
  • Added new Gradient class that handles gradient brushes
  • Rect, Arc and Polygon actors can now render gradient brushes at any angle, angle is specified by new grad_rotation property
  • Added new demos keys, mouse joint, bitmap animation, shapes and gradients

The idea is with this last crop of changes is to bring in more HTML5 and SVG style specific features such as support for keys, gradient brushes, rounded rects, shadows amd so on. Here are a couple of screen shots showing some of the new features:

Booty5 HTML5 gradient editor
Booty5 HTML5 gradient editor
Booty5 HTML5 shapes example
Booty5 HTML5 shapes example

 

 

 

Booty5 HTML5 Game Maker v1.8.2 out now

Much hammering and tightening has been under way of late, Santa and his helpers have nothing on how many hours have been put into getting 1.8.2b ready for release! 🙂

Ok, enough about Santa, version 1.8.2b of Booty5 the Game Maker for HTML5 developers is now available for download.

Changes for this release include:

  • Added brush background preview to Actor properties panel
  • Added ability to select shapes, actors, images and brushes across all property panels
  • Added shape editor
  • Added shape bitmap tracer and polygon shape mesh optimiser
  • Concave fixtures are now exported as multiple convex fixtures
  • Fixed crash that occurs after dragging an image into scene, deleting it then clicking on its generated brush
  • Fixed issue when saving a project for the first time using the Save button
  • Fixed issue where changing actors geometry was not being updated properly

The most notable change for this release is the addition of a shape editor which enables you to create / edit shapes that can be used for clipping, actor visual representation and physics fixtures.

The shape editor also supports auto tracing of bitmaps to generate optimised meshes, which are exported as sets of convex fixtures for physics.

Another new cool feature is the ability to select many components using a list of selections. For example, you no longer have to type the name of a fixture shape in directly, instead you can select it from a list.

Here are a couple of new screen shots:

Booty5 HTML5 shape editor

Booty5 main HTML5 game editor

Hope you all enjoy the new features and fins them useful. Don’t forget to drop a line into the community forum if you want to leave feedback

Marmalade SDK 7.4.2 is out now

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

Booty5 v1.3 the free open source HTML5 game engine now available

More happy coding evenings and weekends for me means more juicy features for you. Well, that’s a bit of a fib, the latest version 1.3 is more of a tidy up and documentation phase. I’ve spent a few hours each evening this week putting together the Booty5 introduction and the Booty5 API reference and along the way I ended up tidying up the source code. By the way, did I mention that the minified version of Booty5 without Box2D functionality is only 50k!

v1.3 changes:

  • Added more comments
  • Actor setters now only dirty transform if a change is made
  • Actor.findActorDeep() removed
  • Actor.findActor() has additional parameter that allows recursive searching
  • Actor.sendToBack() added
  • Actor.addFixture() now returns the created fixture
  • Actor.addJoint() now returns the created joint
  • Scenes now active property which can be used to pause processing
  • Scenes will now still be processed when not visible
  • Scene.findActorDeep() removed
  • Scene.findActor() has additional parameter that allows recursive searching
  • Scene.sendToBack() added

I’m hoping to have full support for Booty5 in the up and coming next beta release of the Goji Editor, so watch this space.

Goji game editor for Marmalade 1.7.2b now available

Latest version of the free Marmalade compatible game IDE the Goji Editor is now available for free download

Changes include:

  • 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

New to the Marmalade SDK?

So you downloaded the Marmalade SDK, but you haven’t quite got around to using it yet. Maybe you plan on developing full on native speed games? Maybe you want to develop apps that run across a large number of platforms? Or you just want to avoid XCode and Mac to develop iPhone and iPad games. Regardless of why you downloaded it, why aren’t you using it yet? Maybe it seems a little daunting at first and you just don’t know where to start? Well I have some news that may just help you.

Marmalade are running a series of Getting started with Marmalade webinars which will help you get up and running quickly. The webinars are hosted by Marmalade expert, developer and support engineer Nick Smith and will cover an overview of how Marmalade works; a number of practical demos and examples that show you how to start a project in Marmalade, or import an existing C++ project. Members of Marmalade’s support team will also be available throughout the webinar to answer questions. The webinars will last for 30-45 minutes.

Marmalade are hosting three Getting Started with Marmalade webinars on Friday 15th of August:

  • 13:30 India ST / 16:00 China ST (09:00 BST)
  • 17:00 Central European ST (16:00 BST)
  • 10:00 Pacific DT / 13:00 Eastern DT (18:00 BST)

To register use the links below:

9am BST

Audience Log-in URL: https://www.anymeeting.com/651-699-060
Registration Form URL: http://www.anymeeting.com/PIID=EA58D78189493D

4pm BST

Audience Log-in URL: https://www.anymeeting.com/386-680-255
Registration Form URL: http://www.anymeeting.com/PIID=EA58D78189493E

6pm BST

Audience Log-in URL: https://www.anymeeting.com/268-006-473
Registration Form URL: http://www.anymeeting.com/PIID=EA58D78189483B

Goji Editor the game IDE update

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