The latest and greatest version of the Marmalade SDK is now available here.
- IncrediBuild support for ARM architecture
- Improved video support for Windows Desktop
- Updated version of ZeroBrane Studio for Quick
- Multidex support for Android
A full list of changes is available here.
Developing games for mobile and desktop? Then why not go cross platform and try out the Marmalade SDK, its now free. Available in C++ and Lua flavours.
You can download the Marmalade SDK for free from the Marmalade SDK website
Looks like Marmalade have been busy beavers working on their latest release of the Marmalade SDK. There are a lot of changes, but I’m just going to focus on the highlights:
New Marmalade Hub
The Marmalade Hub has had a complete revamp. Its got a new look and feel and now feels like a proper integrated Hub including features such as:
- Open, create and build projects for all platforms. Creation of new projects also includes a very handy and easy to use integrations section ghat allows you to easily add integrations such as analytics, game services etc.. very easily and intuitively. The project templates are also very handy, especially for new developers.
- Handy recent projects and examples lists
- Multiple projects can now be opened simultaneously and access to home is always available without backing out of a project
- Centralised and direct access to asset store, documentation, community answers, blog and tools (one of my favourite new additions)
- Platform settings are now better categorised and more easily accessible
- Project libraries list which shows a list of all libraries used by the project
- Proper import of different deployment configurations
- Update from MKB feature
All in all, the new Hub is a massive improvement.
Marmalade Analytics for C++ and Lua, is a great new addition for developers that really want to drill down into the behaviour of their game players to help increase user retention and hopefully increase monetisation. Marmalade Analytics is powered by industry leader GameAnalytics. Marmalade Analytics is incredibly easy to use out of the box as can be seen in this IwAnalytics example.
Android Native Debugging
I’ve been waiting for this feature for a bit, its been in beta for a while, but its now officially released. To debug an Android app in Visual Studio simply open it in the hub then click the “Open in IDE for debugging” button. Note that the first time you do this Visual Studio 2015 will prompt you to install Android support for C++, go ahead and install that (this may take a while so go for a coffee or take a nap ).. Once your app has launched in visual studio click the green start triangle to start debugging.
Marmalade now have their very own asset store, which includes all kinds of assets from audio and bitmaps to extensions and full game engines. Submitting assets to the store is very simple, take a look here for details.
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 the HTML5 Game Maker v1.9.0b is now available for free download. Support for tile map rendering has been added to the engine, whilst support for tile map editing has been added to the game maker. A quick screen shot of the new tile map editor is shown below:
Booty5 HTML5 tile map editor
Full list of changes include:
Game Engine v1.4.6:
- Added new actor type called MapActor which can render tiled maps
- Support added to Xoml for loading Booty5 game editor exported tile maps
- Fix: Actor.vr wasn’t updating transform
Game Editor v1.9.0b:
- Added support for tile maps (any sprite actor can now be changed to a tile map by changing RenderAs type to Tile Map)
- Added pretty print export options that will export JSON in a tidy readable format
The Booty5 HTML5 game manual ebook has also been updated.
You will also need to replace all examples which can be downloaded from Github.
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.
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
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
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.