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.
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
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:
View a demo that was creating in less than 30 minutes here.
More details about this release of Booty5 and to download go here.