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Humble Low Polygon Assets Bundle For Unity and Unreal Engine

Humble are running a new bundle of interest to game developers, this one is the Humble Best of POLYGON Game Dev Bundle.  It’s a collection of 3D model packs from Synty, with projects in both Unreal and Unity formats.  As with all Humble Bundles this one is organized into tiers, where if you buy a higher dollar value tier you get all of the lower value tiers as well.

Bundle Tiers

$1 USD

  • POLYGON Prototype
  • POLYGON Adventure
  • Simple Town

$15 USD

  • POLYGON City Pack
  • POLYGON Samurai Pack
  • POLYGON Knight Pack
  • Simple People
  • Simple Dungeons

$20 USD

  • POLYGON SCI-FI City Pack
  • POLYGON  Western Pack
  • POLYGON Heist Pack
  • POLYGON Vikings Pack
  • Simple Military
  • Simple Apocalypse
  • $10 Synty Discount Code

When you purchase a Humble Bundle you decide how your money is allocated between charity, the publisher, Humble and if you choose (and thanks if you do!) to support GFS if you use this link.  Learn more about the bundle in the video below.

As with any asset purchase, it’s important to read the license if you intend to use the assets in a commercial project.  The Synty Store license for Humble is available here.  It appears the Humble license is on a per seat basis and includes just a single seat license, so if you are working with a team, you may have to purchase multiple bundles.

[youtube https://www.youtube.com/watch?v=rxkNhRbQlJ0&w=853&h=480]

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TextureLab–Open Source Procedural Texture Generation

Today we are checking out TextureLab, a free and open source texture generation tool for Windows and Linux.  While fairly early in it’s development, TextureLab aims to be similar in capability to Substance Designer in function.

TextureLab features include:
– Export all textures at once or save them individually
– Unity Export
– 25+ nodes and counting
– Cross-Platform (It’s built using electron and vue)
– Fast! All filtering and texture generation operations are done on the GPU
– Free and Open Source

TextureLab is licensed under the GPLv3 open source license with the code written in TypeScript and hosted in an Electron app.  TextureLab is not the only open source alternative to Substance Designer under development, we have already looked at MaterialMaker , TexGraph and Imogen in the past.  You can learn more about and see TextureLab in action in the video below.

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SpellTower+ Review

If SpellTower+ sounds eerily familiar to you, it’s because a version of this game exists already. The original SpellTower debuted on an archaic App Store back in 2011 to near universal praise. For all of the years since, SpellTower existed in an ever mutating form. New modes slowly grew from the sparse base design. With it, new jumbles of code that didn’t always play well with the lines before it. On top of that, necessary firmware upgrades from iOS to iOS didn’t always accommodate the new hardware coming out. Year over year, iPhones got bigger and the aspect ratio of SpellTower got weirder and weirder. Even after the Great 64-bit migration of 2017, SpellTower stood tall on the digital storefront.

After awhile, Zach Gage was faced with the same sort of dilemma a lot of mobile game devs are faced with. Do they continue to support and update a game broken by years and years of updates and hotfixes to barely accommodate new hardware? Do they just abandon support and move on?

Gage picked option 3: find a friend – Neonimo’s Jack Schlesinger in this case – and rebuild it from the ground up.

spelltower plus tower mode

The new SpellTower+ sits on the shoulders of that early mobile game king and wears the crown well in it’s own right. Like any good remake, it is familiar enough to feel exactly how I remember it, with enough modern touches that make it feel like a game made in 2020. It’s a game that feels like three different games. It’s primary modes, Search, Puzzle, and Tower have different levels of intensity, and require different types of tactical play to succeed.

Puzzle mode is like taking a newspaper word search and turning it into a horror movie. A wall-shaped jumble of letters contains words to be tapped and scored on. Those letters vanish, dropping whatever was on top of them down. Every time you make a word, more letters are added to the bottom row, pushing everything to an encroaching top line. Your task is to score as high as you can before you break the line of no return. It’s a tense nightmare.

spelltower plus gameplay

It’s also a great and interesting challenge. You don’t want just any words, you want the biggest words possible. Not just for the score, but for what nailing long words can do for the board, eliminating bonus letters and the like. How you make words, and what order you do them in becomes a second lane of thinking, too. You might make a nice 20 pt word with the four letters in front of you now, but if you can find a way to slide a particular letter down just two rows, maybe you can make use of this pesky X. Many people want to remove as much stress from their lives as possible. In SpellTower+, stress brings this tried and true bathroom distraction to a new level.

Search is a smaller, more cerebral endeavour. In a seven by seven grid of letters, you have to make the most valuable word you can that also includes a special starred letter. This is a real test of your word search skills, since there’s no margin for error. There’s also no time limit or encroaching fail state to push you over the edge. Take your time and strike when you’re ready.

In between is the Tower mode, which resembles Puzzle in size, but when you score words, new letters aren’t added to the bottom. Your goal here is to make the best words you can in this limited set of letters. There’s no encroaching game over screen, but you still need to think moves ahead, as the board will morph and change as you score and remove played words.

spelltower plus game screens

You’d have a damn fine mobile word game if these three core modes were all you got, but SpellTower+ packs so many more ways to play in such a simple package. Most of them just modify these basic modes in some way. For example, ExPuzzle adds longer minimum work requirements to the mix, while Double Puzzle adds two lines per score instead of one. Rush and Blitz are like Puzzle, but rows are added after a brief period of time, whether you’re making words or not. These are neat little takes on the standard rules that I don’t find myself playing very often because they seem way more masochistic and unbalanced than the core modes.

SpellTower+ is free to play, but that version only includes the basic modes that the original SpellTower had. To get access to things like those alternate Puzzle modes, Blitz, or Zen (the chillest of all modes) you’ll have to cough up a fiver. I don’t think you need to play the extra stuff to get a great experience, but access to things like Daily Search and Puzzle might be up your alley if you’re a bit of a score chaser.

spelltower plus zen mode

It’s not shaking the visual and audio world up by any stretch. SpellTower+ is almost purposefully generic and low key. Colors and lines are simple and clean and look sterling on today’s smartphones. Lofi jazz gets the brain juice flowing, but doesn’t command a need to add the OST to the collection

If you’re a word game fan of any ilk, there’s almost absolutely no way to go wrong by picking up SpellTower+. Zach Gage fans already know the kind of wonders he can do to the average parlor game, and this mutant word search is no different. Updating this old classic returns it to the top of the “must-have” mountain for replayable, “dad-core” game enthusiasts and casual brain teaser fans alike.

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Godot Vulkan Branch Now Master On GitHub

The comes a time in every project where you have to switch from a developmental Work In Progress branch to the main branch and that time just occurred for the Godot game engine.  The WIP Vulkan (and C++14) port is now the official branch on the Godot Github.

Details from the Godot news page:

The Vulkan port is not ready yet, but we need to get it merged into the master branch as a lot of further development planned for Godot 4.0 depends on it.

We plan to rework a lot of Godot’s internals (core) to allow fixing long-standing design issues and improving performance (including GDScript performance improvements). Moreover, our long-awaited port to C++14 will also happen now that the vulkan branch is merged into master, and many other codebase-wide changes were waiting for this: code style changes, Display/OS split, renaming of 3D nodes to unify our conventions, etc.

The scope of the planned changes means that it would be impossible to do these changes in the master branch while keeping the vulkan branch separate, just as it would not be possible to do all those changes in the vulkan branch itself before merging into master: any rebase/merge would become extremely difficult due to the sheer amount of lines of code that will change.

Up until now, we’ve been very cautious with regard to what changes we allow in the vulkan branch, as well as what new PRs we merge in master, to ensure that the vulkan branch can always be rebased on top of master for a later merge. I’ve been rebasing it periodically over the past 8 months, and even though we’ve been very conservative in the scope of the changes, in later months a full rebase could easily take me a full day of work.

So we need everything in the main branch to stop limiting ourselves.

Moving the development branch from 3.2 to 4.0 has some side effects, specifically outstanding Pull Requests.  Unfortunately the simplest option seems to be the best in this case, to close those requests and hopefully “port” them to the new master branch.

While closing PRs may seem a bit abrupt, we ask all contributors to understand that this is done to help us cope with the sheer amount of proposals in parallel to having to refactor a lot of the engine’s codebase. This closing does not mean that we reject the PRs, nor that we do not seem them as worthy contributions. But by asking the authors to re-assess their own proposals and make them compatible with Godot 4.0, we will save a lot of precious development time and get ourselves some breathing air in the current overcrowded PRs.

Closed PRs will have the salvageable label, which we use to denote PRs with code that could be salvaged to make a new, updated (and possibly improved) PR, either by the original author or by a new contributor. So we will not lose code in the process, since everything will still be accessible from the closed PRs and easily identifiable thanks to the salvageable label.

If you use a major release version downloaded from Godot’s download page or from Steam, this change doesn’t actually effect you.  If you want to check out the new Vulkan master branch but don’t want to build the code yourself, you can get a nightly build here.

Learn more about this change and it’s ramifications in the video below.

[youtube https://www.youtube.com/watch?v=7kpSUd-8zHs&w=853&h=480]

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Now you’ve done it – Activision has discovered mobile is a thing

By Joe Robinson 11 Feb 2020

To be fair, Activision has known about mobile for a while. They’ve dabbled with it on-and-off like most publishers who aren’t mobile-focused have and they’re not against simply acquiring companies that specialise in this space. For example, they bought King back in 2016.

As far as their own ‘first-party’ stable of franchises are concerned, Owen previously reviewed a Call of Duty spin-off called Strike Team. But we imagine neither this nor Call of Duty: Heroes really inspired Activision to get out of bed. Neither are currently available to purchase or play anymore, as it happens.

But it seems the recent release of Call of Duty: Mobile has really caused the videogame giant to cast its Eye of Sauron on Mobile-land. In a recent earnings call, Activision CEO Bobby Kotick reported that the Call of Duty player base grew from 40 Million to 100 Million through 2019, and he attributes a large part of the growth to the new mobile game.

[youtube https://www.youtube.com/watch?v=n4b8FRUDNZo?controls=0]

In terms of revenue, mobile is now the largest platform with it accounting for 34% of the company’s total revenue for the past year up to December 31st, 2019. This is up from 2018’s 29%. Console and PC only account for (roughly) 30% and 26% respectively during 2019.

We’re not sure specifically how much revenue COD Mobile has totted up so far. Much of that 2019 figure is probably going to be from King. Sensor Tower reported last year that COD Mobile netted $17.7 million and 90 Million downloads in its first week and Activision also confirmed this week that the game had surpassed 150 million downloads world-wide. Current estimates for January 2020 put the game’s revenue for the month at $13 million, so I think it’s fair to say things are going well.

Off the back of this, Activision seem to be more confident on past commitments to evaluate their mainline franchises. All of Activision’s top-line franchises will probably be getting mobile ports of one form or another, with Blizzard’s Diablo: Immortal currently next on the list.

What Activision-owned franchise do you want to see given the ‘Mobile’ treatment?

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Disgaea 1 Complete Review

The Disgaea games may not be as famous as Final Fantasy or Dragon Quest; nevertheless, the series has a loyal fanbase, appreciative of its hardcore tactical approach. This is a remake of the first game in the series; Disgaea: Hour of Darkness. The original was released on PS2 back in 2003. Thankfully, this updated version has enhanced graphics and even a few mobile-exclusive features.

When the Demon Prince, Lahral, wakes from a two-year nap to find that his father has died and numerous upstarts are vying for his rightful position of Overlord, he decides to do something about it. Roaming the halls of the Netherworld, Lahral soon encounters numerous merchants, each with their own helpful advice. There is a lot of information to absorb but after reassurances by one rather patronising guy, who explained that it is possible to complete the game with minimal knowledge, I decided to plough on.

Disgaea 1 Complete Mobile Story

The Dark Assembly building sounded ominously intriguing, so I stepped inside. Here, you can add new members to your party, train characters to higher ranks and even, through either bribes or brawn, try to influence the Assembly itself. The initial party consists of just Lahral and Etna (a lady who you soon discover has her own hidden agenda), with the remaining slots being temporarily filled by odd little penguin-type creatures, known as prinnies. Whilst appreciating their support, I decided to try and bring a bit more balance to my party by first recruiting a cleric. Unfortunately, mana is needed to recruit even the most wet-behind-the-ears character, which meant embarking on my initial battle.

First though, trips to the weapon and armour shops to buy some shiny new clobber. Each character can be equipped with a maximum of four items so inventory management never becomes too much of a chore. There is also a hospital nearby, making use of their healing services may cost gold but also awards you with special items. The more healing you need the more items you receive, so, weirdly, suffering lots of damage is good?

Disfaea 1 Complete Mobile Battles

Battles take place on an isometric grid. They follow the usual turn-based, action-allocation format, but add a few neat twists. Positioning allies in adjacent squares can trigger combo attacks, and a mentor system enables characters created at the Dark Assembly to benefit from fighting alongside their master. One option is to lift and throw adjacent characters. This allows you to pick up and fling comrades, thus increasing their movement range or reaching inaccessible high points. You can also grab and throw prinnies, who react like penguin-based grenades, exploding on impact. Enemies that block your way can also be grabbed and thrown around the landscape. This landscape is also littered with multicoloured geotiles. Depending on their colour, these provide either bonuses or penalties to characters standing on them. Geotiles are powered by crystals, which can be destroyed or thrown, altering the make-up of the landscape. Clever placement of crystals and deployment on geotiles will definitely give you an edge; especially as the game progresses and the battles become much tougher.

Disgaea isn’t an open-world game of exploration and side quests. It is a linear sequence of tactical battles split into ten episodes, each divided into several stages. Progress requires constantly revisiting stages to boost your character’s level. You will be required to do more grinding than performers at a Dirty Dancing convention. Thankfully, this updated version allows players to switch to an auto-battle mode and to speed up the action by up to a factor of eight. Characters in this mode do tend to throw caution to the wind and sometimes you will be called upon to take over command to reach particularly hard to get at enemies. However, without this ability to zip through stages the game quickly becomes repetitive and frustrating.

Disgaea 1 Complete Mobile Stats

Frustrating because, from the onset, it is obvious that this is a straight port from other systems. Anyone used to the instinctive interfaces of the likes of Warbits and the recent Apple Arcade release Spaceland is going to be in for a big shock. The interface feels archaic, with all actions requiring constant menu switching rather than a simple tap and move approach. This is exacerbated when you want to perform quite involved chains of actions such as moving, lifting and throwing. The camera also causes frustration. It can only be rotated in 90° steps, which means that getting a clear overview of the action requires constant switching of the angle. The terrain features remain stubbornly solid and it is all too easy to overlook a lurking enemy and unnecessarily awkward to identify and keep track of your units.

It is a real pity that these issues impact on the enjoyment of the game since it still has many ideas that, in spite of the age of the game, feel fresh and innovative. To upgrade equipment, you need to travel inside it, Fantastic Voyage style. Here the landscapes shift to the abstract, and battling your way through the levels improves the item. Mad, but genius too.

Disgaea 1 Complete Mobile Weapon Enhancement

The cutscene graphics, over the top special moves and combos, are also wonderfully realised with a bevvy of likeable characters and classy voice acting. Some of the humour may have been lost in translation but there is still plenty of comedy and weirdness to enjoy, as our egocentric antihero sets about claiming what is rightfully his. It is part loving homage to the anime genre and part self-parody, as the characters mock the level-grinding nature of the gameplay. The music is also splendid, with a range of diverse background tunes that throw every musical genre into the melting-pot.

Despite the enhancements, there is no escaping the fact that Disgaea is based on a game that is over 15 years old, with a price that is probably more than your average mobile gamer spends in a year. The auto-battle mode is both a blessing and a curse. It eliminates the fiddliness of combat and substantially reduces the original’s 100 hour playing time. However, overuse of this feature ruins Disgaea’s tactical nuances, turning the whole game into an overly long anime.

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Clockwork GameShell Review And Godot Tutorial

The Clockwork Pi GameShell is a build it yourself hand-held console aimed at indie game developers and retro gamers.  Late last year I cove red the unboxing and assembly while today we are going more hands-on with the device.  In the second half of the video we show step by step how to develop and deploy Godot games on the GameShell device.  This tutorial should also work for most Raspberry Pi based boards that support Godot development.

If you are following the instructions to build Godot Engine games on your GameShell you will need a build template.  The two options mentioned in the video are the Clockwork export template or the more generic frt export templates for Pi devices.  I have tested with both export templates successfully.

The only documentation on building Godot games for the GameShell is this forum thread.  The Clockwork GameShell is available on Amazon currently for $139 USD.  Check out GameShell in action in the video below.

[youtube https://www.youtube.com/watch?v=8PqAZHPnVrY&w=692&h=389]

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Voxelator Free Vector Application

Today we are checking out Voxelator, a free browser based Voxel painting application from the creator of the Pixelator application we covered earlier.  In the video below we go hands-on with Voxelator.

There are some licensing limitations to be aware of for using Voxelator:

Voxelator is a free software and you can choose which license to attach to the models you produce with it, and use them for any purpose — commercially included (provided you did not use any external resources with limiting licenses).
With that said, you may not do the following with Voxelator:

  • You may not attempt to download its source and use it locally from your computer.
  • You may not attempt to upload Voxelator to a different domain or site.
  • You may not attempt to embed Voxelator in an external domain, using an iframe or any other technology.
  • You may not attempt to redistribute Voxelator in any way, not commercially and not for free.
  • You may not reuse Voxelator’s code for any purpose.
  • You can run Voxelator on any browser supporting WebGL 2 and ECMAScript 6 support, although Chrome is the primary supported browser.  You can learn more about using Voxelator here.

    [youtube https://www.youtube.com/watch?v=_-Pf7iCR4zQ&w=853&h=480]

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    The Weekender: iOS Beta Edition

    I’ve been expressing my creative muscles this week through various news stories, although I worry that perhaps I come off as being slightly unhinged? The bright-side is you won’t have to put up with me for much longer. The new team will be in place by the start of March, and then the ‘proper’ re-launch takes place at the end of March and they’ll be taking care of you.

    Before then however, I’m probably going to have some fun.

    Meanwhile, thousands of miles away…

    New App Releases

    There’s only one game of note that people are talking about, and that’s PictoQuest. A Nintendo Switch game that’s been ported over to mobile (we might start seeing this more often as games go to Switch first, mobile later) and it’s basically just picross with some window dressing. Reports suggest that It’s not quite as good as more involved RPG/Puzzle hybrids like Puzzle Quest, but if you’re a fan of this particular style of puzzle it does the job.

    [youtube https://www.youtube.com/watch?v=_yQXey6t_0o?controls=0]

    App Updates & News

    Scythe is coming to iOS!

    After some much needed TLC, I think it’s fair to say Asmodee Digital’s adaptation of Scythe is one of their better digital board game properties, and probably generally the best way to play Scythe. It’s been out of Early Access since September 2018, and there hasn’t been a peep from either the developer nor Asmodee themselves… until now!

    Thanks to the eagle eyed patrons of Stately Play, we’ve spotted that AD are taking sign-ups for an iOS beta for Scythe Digital Edition. Yay!

    [youtube https://www.youtube.com/watch?v=oE4EHZTVo74?controls=0]

    They’ve also got a new patch for Terraforming Mars in beta as well, which is set to rework multiplayer.

    GWENT Update 5.1

    GWENT has just received another sizeable update on iOS (and PC), with a look at re-balancing a bunch of existing cards. The focus is on Skellige and Syndicate factions but there’s been a wide range of changes, including:

    • Less rank loss at the start of a new season.
    • The mobile version has new tool-tips for cards on the board
    • Lots and lots of card changes and tweaking.

    I’ve recently started playing The Witcher 3 on PS4 and jumped into the ‘OG’ version of the game to see what the fuss was about. I actually really enjoyed it, so I hope this comes to Android soon so I can play the fully fleshed out version.

    Teamfight Tactics Closed Beta Tests

    A closed beta for the mobile version of Teamfight Tactics is due to start today in select countries… and we have no idea what countries those might be. Despite an extensive blog post covering the news and some other interesting details, they don’t actually say what countries they’ll be running the test in.

    The full release is still scheduled for March, however, and the rest of the post goes into detail as to what the key differences are. It’s also worth highlighting that this will be a phone-only game at launch – tablet support is coming later. Minimum requirements on iOS are expected to be iPhones 6S or later, and OS5+ with 2GB RAM on Android.

    App Sales

    Another slow week for sales of note, but we spotted that Tsuro: The Game of the Path is down to $3.99 (from $3.99) on both iOS and Android. It’s not the lowest price it’s ever been, but last time it was lower was April 2018 so it doesn’t go in for the cheaper prices often.

    Seen anything else you liked? Played any of the above? Let us know in the comments!