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Raylib 2.5 Released

Raylib is an open source C based cross platform game framework released under the zlib/libpng open source license that I previously referred to as “the easiest C/C++ game framework I’ve ever found” and that description is still true today.  Raylib started life as a way to teach non-programmers game development in an accessible manner and I would say for the most part, mission accomplished.  Since that initial release, raylib has continued to improve and the just released raylib 2.5 is one of the biggest releases yet.

Details from the release notes:

  • New window management and filesystem functions to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental High-DPI monitor support has also been added through a compile flag.

  • Redesigned Gamepad mechanism, now generic for all platforms and gamepads, no more specific gamepad configurations.
    Redesigned UWP input system, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code.

  • rlgl module has been redesigned to support a unique buffer for shapes drawing batching, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, rlPushMatrix()/rlPopMatrix() functionality has been reviewed to behave exactly like OpenGL 1.1, models_rlgl_solar_system example has been added to illustrate this behaviour.

  • VR simulator has been reviewed to allow custom configuration of Head-Mounted-Device parameters and distortion shader, core_vr_simulator has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.

  • Support for Unicode text drawing; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: text_unicode.

  • Brand new text management API, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower… Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.

  • Multiple new shapes and textures drawing functions to support rings (DrawRing(), DrawRingLines()), circle sectors (DrawCircleSector(), DrawCircleSectorLines()), rounded rectangles (DrawRectangleRounded(), DrawRectangleRoundedLines()) and also n-patch textures (DrawTextureNPatch()), detailed examples have been added to illustrate all this new functionality.

  • Experimental cubemap support, to automatically load multiple cubemap layouts (LoadTextureCubemap()). It required some internal rlgl redesign to allow cubemap textures.

  • Skeletal animation support for 3d models, this addition implied a redesign of Model data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also glTF models loading support has been added.

You can download raylib here, while the source code is available here.  In terms of learning the API, pretty much all you need to know is available on this cheatsheet.  Additionally there are a huge number of examples available (that can run in your browser) right here, each including full source code.

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AutoChess is the mobile game we deserve, but not the game we need

By Joe Robinson 03 Jun 2019

One of the great things about going away on holiday is that it gives me time to catch up on some mobile gaming. The curse of writing about videogames means that, despite getting to try out a wide variety of titles, you rarely get the chance to enjoy anything for any great length of time. Time away from the daily grind lets me actually play what I want, as opposed to what I have to.

My recent go-to game has been Star Traders: Frontiers, which is an excellent sandbox RPG set in space that’s really easy to drop-in/drop-out of. I figured that I’d spend most of my time playing that… until I heard that AutoChess was in beta on android.

Auto Chess Mobile 1

I’ve been aware of the DOTA 2 mod craze since everyone started talking about it at the start of the year. We’ve covered it a fair bit on Strategy Gamer, with Ian writing up an excellent tips guide that we’ve been maintaining. Before last week, I’d never really given it a go myself- I found the concept interesting, but I don’t play DOTA 2 and I was being a bit lazy in not jumping through the hoops to explore it myself.

Just as I was settling into my holiday, Ian tells me the rumoured mobile version was actually available via beta on Android.

If you’re still not really sure what AutoChess is, let me try to break it down:

  • The game has nothing to do with chess, other than the fact that you play on a chess board and different classes of pieces have movement algorithms that imitate the different movement patterns of real chess piece.
  • Calling them ‘pieces’ probably doesn’t help, but there you are.
  • The meat of the game is purchasing units, and then deploying them on the board during the ‘Preparation’ phase. There’s then a battle phase where you’re pitted against a random opponent, and the pieces you’ve both put on the board then automatically fight each other according to the pre-set tactics that piece is designed to use. This will include things like movement pattern & speed, target priority, ability triggering and so on.
  • Units will fight until only one side remains. Loser loses HP (I forget the formula) and will be eliminated when their HP reaches 0 (you start at 100).
  • Units/pieces have a race and a class and come in different rarities. Three pieces of the same unit can be combined into a 2-Star, more powerful version of that piece. Three 2-stars combined to become a 3-Star.
  • You are offered five randomly generated units per round to choose form, which cost money. Money is earned through winning and playing rounds. Losing too, I think? You can also spend money to refresh your options.
  • Fielding multiple units of the same class and/or race will confer bonuses, some for the whole team, some just on other members of that class/race. These need to be different units though – duplicate pieces on the board don’t count.
  • The number of units you can field is controlled by your level. You get 1 XP per round fought, and you can spend money to increase your XP by 4. You can stored up to 9 pieces In your off-board area.
  • There is also loot.

Simple, right? Once you get your head around it things are actually quite simple – the fact that you don’t need to also fight with your pieces is what makes this game oddly alluring and in theory an excellent mobile experience. I imagine this is what people who enjoy Football Manager et al experience when they’re playing those types of games.

Auto Chess Mobile 2

I’ve had a lot of fun slowly learning the various strategies in play, both in terms of team composition but also in terms of economy. Money’s only really scarce in the early rounds, but even when you possess a reserve you will need to be making short-and-long terms decisions with what to do to it. Do you buy that more expensive piece, or hope you can collect more cheaper ones to level up your pieces? Do you pour money into levelling up, or into refreshing the list to cycle through more options?

While some of the nuances can be a little tricky (took me a while to realise there even was a 3-Star tier), the basics of the game are explained quite well in a tutorial where you play against some bots. The English translations are a little mangled in places, but the basic information comes across fine. I’ve started playing ranked and while I initially did quite well, I’m starting to make it into the top 4 less and less at the moment, so perhaps I need to spend more time in casual.

At the moment, I’m really trying to pay attention as to what bonuses are worth going for, and how each unit behaves. Assassins by and large will jump towards the back of the enemy’s formation, but you can have both melee and ranged assassins (as you can have melee and ranged of several different unit type) so taking this into account is key. I’m also trying to learn when to scale up my units in terms of power; learning when to let go and move on to better pieces seems important.

Auto Chess Mobile 3

Despite my current infatuation with AutoChess, as a mobile game it’s currently lacking in several key, potentially deal-breaking areas, all connected via a similar theme:

  • Matches are played out in real-time, and they are long – upwards of 25-30 mins. Even if you’re the first one eliminated, you’re looking at a good 15 minutes.
  • There’s no pausing and, and even if you minimise the app to do something else, the action continues without you (plus if you miss an action phase you won’t be able to see what happened for the purpose of tweaking your strategy).
  • While mid and even late-game comebacks are possible, a lot of the time I released quite early that my strategy was poor. I also quite often wasn’t really sure what to do about, which meant even with a strong start I had to watch myself slowly but surely lose ground for 15 minutes until knocked out. It’s like watching a train-wreck in slow motion.
  • Experimenting is hard because you’ve got to play out a whole match and the RNG means that being ‘scientific’ about it is quite challenging.

While there’s no denying the strength of the core theme, I would very much like to see the developers experiment with different versions of the game that are more mobile friendly. Enabling people to drop-in, drop-out out matches I think is paramount, although failing that It’d be interesting to see how robust the game would be with everyone on, say, 50HP instead of 100.

Auto Chess Mobile 5

Really though, considering you only need to spend 30 or so seconds (the Preparation phase has a time-limit) making the real decisions, I’m pretty sure an asynchronous mode would work. One could log-in, watched a replay for the last round, and then play out their next Preparation phase the moment they’re ready. Like other asynchronous multiplayer games, there would need to be a limit on how long to wait between submitting the next round.

If you’ve yet to try out AutoChess I’d highly recommend jumping on board and checking it out, even if you only play a couple of matches. It’s easier to do on Android, just search for ‘AutoChess’ by Dragonest Game. iOS players have a few more hoops to jump through. I’ll be keeping a closer eye on this going forward, and we’ve heard rumours of other similar games already on the market, so we’ll probably check those out as well.

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Unreal Engine Free Marketplace Assets For June 2019

Every month for the last several months, Epic Games have made several assets available free on the Unreal Engine marketplace, and June 1st, 2019 is no exception.  You need to purchase the assets during the month to be able to keep them forever, but the purchase cost is zero.  Additionally, a few assets are made available each month permanently free on the market place.  Let’s take a look at the free marketplace assets for June…

June Free Assets:

Permanently Free Assets:

You can also find all of the above assets in the marketplace in the Epic Game Launcher.  Learn more about the June giveaway on the Unreal Engine blog available here.

[youtube https://www.youtube.com/watch?v=QVAOYZMzQrQ&w=853&h=480]

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Adobe End Of Life Adobe AIR

In 2017 Adobe announced the End Of Life for the Flash browser plugin was coming at the end of 2020.  Flash developers still had the ability to deploy their applications to desktops and mobile devices using Adobe AIR technology.  Today, Adobe announced the EOL for that platform as well.

As of June 2019, Adobe is transitioning ongoing platform support and feature development of AIR to HARMAN. This will coincide with an Adobe-issued update of AIR, v32, for supported mobile and desktop platforms. HARMAN has a long-standing history as an Adobe AIR partner, maintains knowledge of the platform and ecosystem, and is well-positioned to support AIR developers moving forward.

HARMAN (a wholly‐owned subsidiary of Samsung Electronics Co., Ltd.) designs and engineers connected products and solutions for automakers, consumers, and enterprises worldwide. HARMAN’s software services power billions of mobile devices and systems that are connected, integrated and secure across all platforms, from work and home to car and mobile. Adobe has a long history collaborating with HARMAN, which is a key partner for Flash runtime migration and enterprise support as companies transition their existing ActionScript and Flex applications to new technologies. HARMAN has also been supporting customers with bespoke versions of Adobe AIR for the past decade.

Adobe will provide basic security support – limited to security fixes only for desktop platforms (Windows 7 and above, and Mac OS X) – for Adobe AIR v32 until the end of 2020. After that time, Adobe support for AIR will be discontinued and ongoing support will be managed by HARMAN and communicated by them directly. However, beginning with the release of AIR v33 by HARMAN, developers should contact HARMAN directly for AIR support on both mobile and desktop platforms – including bug fixes, platform compatibility, and new and improved functionality.

This means HARMAN will now control the future of the AIR platform and I would certainly expect Adobe tools to complete the transition away from supporting Flash, removing a great deal of the developer appeal in the first place.  You can learn more about HARMAN’s future plans for the Flash/AIR platform here.

[youtube https://www.youtube.com/watch?v=OPg8FGqEnOg&w=853&h=480]

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Now Available on Steam – MapleStory 2 Awakening Update

The Awakening update for MapleStory 2 is Now Available on Steam!

The monstrous Infernog has been defeated, and for a few scant moments the forces that drove the Sky Fortress into the sky seemed to melt away into the shadows. But Maple World still turns, and there’s a new magic in the air that warriors of both Light and Darkness will be desperate to claim for themselves. Adventurers welcome!

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Warhammer: Chaos & Conquest is out now, but don’t play it

By Ian Boudreau 30 May 2019

Here’s some good news: A new Warhammer game is out for mobile, and in it, you get to play Chaos. It’s called Warhammer: Chaos & Conquest, and it’s available on both Android and iOS. The promotional materials bill it as an “epic massively-multiplayer real-time strategy game” set in the Warhammer fantasy universe, and the idea is that you’ll build a stronghold while spreading the rather forceful message of Chaos across the Old World.

Now here’s the bad news: It’s trash. This is a game that is based on making you wait for timers to tick down, and charges you currency – conveniently available to buy for real money! – to speed that process up.

For you, gentle reader, I’ve attempted to play Warhammer: Chaos & Conquest, because I felt that I should at least experience the “real time strategy” element of this new game before rendering judgment on the rest. And in the hour or so I’ve spent mucking with Chaos & Conquest, that aspect is nowhere to be found. This is a game about clicking “upgrade” and then waiting. There’s no strategy to be found here, or if there is, it’s buried under enough layers of pay-to-win fluff to render the search for it a waste of time.

Here’s a trailer, which features a bunch of stuff that never happens in the game itself:

[youtube https://www.youtube.com/watch?v=Vfdth1bcS-I]

The visuals are nice, I’ll give it that much I suppose. But none of it makes any sense whatsoever, and it’s all designed to suck money out of anyone deranged enough to get addicted to its utterly rote gameplay loop of watching numbers get bigger.

Consider this a public service announcement from your friends at Pocket Tactics: Avoid this nonsense like the plague, and remember that not everything Games Workshop slaps its name on is worth your time.

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New DLC Available – Kerbal Space Program: Breaking Ground Expansion

Kerbal Space Program: Breaking Ground Expansion, all new content for Kerbal Space Program is Now Available on Steam!

Kerbal Space Program: Breaking Ground Expansion is the second expansion for the PC version of the critically acclaimed space flight simulator, Kerbal Space Program. This feature-rich expansion is focused on increasing the objective possibilities once celestial bodies have been reached by adding more interesting scientific endeavors and expanding the toolset.

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GDevelop Beta 70 Released

GDevelop, the open source beginner friendly 2D game engine, just released beta 70.  We recently mentioned GDevelop in our Codeless Game Engines article and have previously covered it in depth in this video.

There are no formal release notes, just this tweet:

image

The star feature of this release is certainly the ability to create custom behaviors using the build in event system, in addition to the existing JavaScript method.  Details on creating custom behaviors is available here.  GDevelop is available for Mac, Windows and Linux and can be downloaded here.

[youtube https://www.youtube.com/watch?v=Uvb_nlwEQoI&w=853&h=480]

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