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Phaser Editor 2.1.6 Released

Phaser Editor just released version 2.1.6.  Phaser Editor is an open source commercial game editor built on top of the Phaser game engine built on top of the Eclipse editor.  The 2.1.6 release brings Phaser editor to parity with the most current versions of Phaser and Eclipse.

Details from the release notes:

Phaser 3.22.0

The latest version of Phaser is now built-in. It is included in the project wizards, the Scene Editor, and the Phaser Labs tools.

The Phaser runtime files of your old projects are not updated. If you wish to update your game runtime to the new Phaser version you should do it manually. Learn more about it in the docs.

Eclipse IDE

We updated the editor to the latest Eclipse version (2019-12).

Asset Pack

  • #139: Use relative names of asset pack files in the new file dialogs:

  • #137: Bugfix: the New File wizard adds the new file to all the asset packs.

  • #138 Parameter to use the container folder as the key prefix of the new file items.

Now you can enable the Use container folder as a prefix for new asset keys parameter. It is in the global preferences (Window > Preferences > Phaser Editor > Asset Pack Editor). By default it is disabled.

If the parameter is enabled, when you add new assets it will use the name of the container folder of the asset pack as the prefix of the new key. For example, if you add a file background.png and the asset pack file is in the folder level3, then the new key will be level3.background. Only in case of scene files, the prefix is ignored.

Texture Packer

  • #141 Show import button in Properties.

macOS Mojave users are experiencing problems to drop files into the Texture Packer editor. We added a new button in the Properties view to import the files selected in the Blocks view.

Text editors

  • #142: Bugfix: cursor is lost in a text editor after save (Windows 10).

Phaser Editor is available for download on Linux, Mac and Windows here.  PhaserEditor is open source under the EPL license available here on GitHub.  Learn more seeing Phaser Editor in action in the video below.

[youtube https://www.youtube.com/watch?v=aCRf83Eaa0w&w=853&h=480]

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One For All: Mario Kart Tour Multiplayer Beta is Live for Everyone

By Joe Robinson 23 Jan 2020

The developers of Mario Kart Tour have been testing out a ‘true’ multiplayer system where players can race against each other in real-time. Since launch, all you’ve been able to do is race ‘ghosts’ of other players and the AI, which alters the dynamics of a competitive race.

The first beta test was only available to Gold Pass subscribers, but now everyone can get involved:

All you need to have done is unlocked at least one cup within the game, then you can go to the menu area and switch over to multiplayer. You can either race against people around the world, or share your location with the app and race against people in your local area by creating a lobby.

mario kart tour multiplayer beta menu

The beta test is due to run until Tuesday, January 28th. Any saved data generated during this test won’t be carried over when the mode gets its general release.

Are you still playing Mario Kart Tour? What do you think so far? Let us know in the comments!

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Material Maker 0.8 Released

Material Maker 0.8 was just released.  Material Maker is a free procedural texture generation software that was built on top of the Godot game engine.  We previously covered Material Maker in this video.  The 0.8 release brings several new features including several new nodes and examples.

Details from the itch.io page:

Regressions and incompatibilities

Bad news come first, as always:

  • 2D SDF nodes do not output greyscale information and cannot be directly connected to greyscale/color/RGBA inputs anymore. you will have to use the sdShow Node
User interface
  • the 2D and 3D previews are now in separate tabs
  • the 3D preview in the background of the graph pane can now be shown and hidden using the “cube” button at the bottom left of the graph view and controlled independently,
  • the 2D preview now shows a tiled version of the selected node (so it’s easy to check the result is seamless)
  • the 2D preview now has controls that can be associated to (float) node parameters (this applies mainly to shape/transform nodes)the UI will now be dimmed when exiting the application (this change was contributed by Calinou)
Nodes and code generation
  • 2 new types of node inputs/outputs have been added for 2D and 3D signed distance functions. Both types have a custom preview (distance field for 2DSDF and shaded scene for 3DSDF)
  • shader nodes inputs now have a “function” attribute. When this option is selected, the input is generated as a function and is usable in instance Functions. This feature made all 3D SDF nodes possible.
  • a few problems in convolution nodes have been fixed
New and improved nodes
  • all 2D signed distance functions have been modified to use the 2DSDF inputs/outputs (that are shown in orange). The sdShow node is now the only way to generate an image. Added 2DSDF transform and morph nodes.
  • the new 3D signed distance functions nodes can be used to describe 3D shapes. Many shapes (sphere, box, capsule, torus, cylinder…), transforms (translate, rotate, scale), operators (boolean, repeat, extrusion, revolution…) are provided and the Render node can be used to generate a height map and a normal map from 3DSDF information. All this is based on ray marching and can be used to describe 3D objects that can then be spread on the textures, as demonstrated in the “skulls” and “pile_of_bricks” examples.
  • the new 3D box and a sphere nodes are not based on 3DSDF and just output a height map
  • the new “workflow” nodes can be used to define base materials and mix them using height/orientation/offset maps, and to ultimately create complex materials without drawing spaghetti monsters in the graph view. A few simple base materials are provided in the node library as templates. The new “marble” and the updated “medieval_wall” examples show how to use all those nodes.
  • the bricks node has been improved with round brick corners and output UV information for each brick and each brick corner. Also added an output that gives brick orientation.
  • the new CustomUV node uses one of its input as coordinates to read the other input and can thus be used to implement psychedelic image transforms
  • the new generic truchet node tiles its input, randomly flipping it horizontally, vertically or both
  • the beehive node just outputs hexagonal tiles
  • the new convolution nodes are 3 edge detectors and a sharpen filter
  • the normal map node has a new option to disable its input buffer. The buffer should still be used when the input is complex, but disabling it will generate smoother normal maps
  • the new greyscale node converts color input to greyscale with a choice of 5 algorithms
  • the new swap channels node replaces all channels (R, G, B, A) of its output with 0, 1 or a (optionnally inverted) channel of its input

Material Maker 0.8 is available for download for Windows and Linux here.  You can learn more about Material Maker 0.8 in the video below.

[youtube https://www.youtube.com/watch?v=en4THDP3D9k&w=853&h=480]

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Maze Machina Review

A tinkerer once made a maze. To test it, he sent a little mouse to work their way out. You are that mouse, and Maze Machina is quite a clever, vexing little contraption: simultaneously stressful and accessible. The design is brilliant and such fun to play, but the margins of error are also pretty tight, at least in the modes with turn pressure.

Tinytouchtales has been a quality outfit for years now, with the games it produces being basically guaranteed day-one purchases from myself and quite a few others. In this respect the latest is also certifiably good, but it should additionally be praised for its juxtaposition of incredible simplicity and unflinching difficulty. It’s even more pared-down than you’d think, yet chock-full of interactions and interesting edge cases.

Maze Machina Premise

So far, Arnold Rauers’ niche has always been single-player turned-based solitaire games, with the other big ticket games (Card Crawl, Card Thief, Miracle Merchant) utilizing cards. Well, Maze Machina is solitaire all right, but it uses a randomized board of items, not cards. The goal is straightforward: grab the key, make your way to the level exit, as quick as you can. To accomplish this, you have to use items. The tile is the effect, the location is the device, just as with Michael Brough’s Imbroglio. If the mousy protagonist is on a dagger tile, then the dagger can stab enemies. That’s the game’s first key proposition: position is everything.

Movement is the other proposition. By swiping in any of the four cardinal directions, every figure on the board that can move, will move in that direction with a few minor exceptions. (The game credits Threes! for this mechanic). The figures that don’t move will use an item on their space, if possible. That means you, of course, but all of the automatons standing in your way as well. It’s fiendish how often this mechanic is difficult to manipulate to a specific end. Early levels only have a few enemies, but the later ones have five, and they stay true to their automaton nature: when destroyed they come back often (though not always?). The game wants you to find an elegant solution and not just browbeat your robot foes into submission. On that note, it has an energy system, with each move costing one stamina and a hunk of cheese replenishing said stamina every third level. ‘Elegance’ forever means the fewest moves, prioritising repositioning effects over direct battle.

Maze Machina Items

The full variety of items is a doozy. Quite a few of them are weapons, with various hit ranges, priority effects and other quirks. Some are for repositioning enemies or items. There are trap helmets, thieving masks and mirror items which actually want to provoke a fracas. Most difficult of all are the random or hidden effects, because although they are difficult to discern they must nevertheless be factored in. Each level feels like an elaborate multivariate deathtrap where one false swipe can mean your poor heroic mouse is stuck spending twenty turns or more getting out.

In this way the game is closer to the type of Solitaire you’d read about in Hoyle’s book of games and bust out a pack of Penguin cards to play. In solitaires of old, fail states abound. The state of play can get wretched very quickly. Maze Machina has quite a few combo effects and unusual timing structures, so it requires very clear-sighted forecasting and strategic planning. The difference between a good plan and a sloppy one is not numerical, it’s binary. You will fail, as I have, if you play haphazardly relying on a few favorite tricks or stacking combos to bail you out. Excellent play here means minding the boring elements every bit as much as the flashy ones.

Maze Machina Gameplay

Modern videogames have gamed human psychology by attaching numerical values to anything and everything: health, rarity, currency, even free time itself, are all conventionally made fungible by rendering them as numbers. Not so with Maze Machina, which cares about effects more than numbers. A single hit destroys almost any object or entity, there are no additional unlocks or grind and the whole game is available to play without extra investment or progression.

It’s refreshing and hardcore, and to this reviewer the most fun game to fail at repeatedly. Normally I’d bounce off a game after having so little success, but I can clearly see what it wants from me: deliberate, total consideration of every possibility. My normal pattern is just to brutally find the cleanest, best path from A to B but that approach is such a bad fit for Maze Machina.

Maze Machina Modifiers

It has quite a few play modes, so to relax and practice my technique I switch from the standard mode to Limit, which puts a hard cap of 250 turns. Draft is also a refreshing twist, giving a choice between new rules which take effect every few floors. The mechanical theme is present in the art, animations, sound effects and music throughout. It’s cohesive and slick. There is a richness, both in the number of ways to play and artistic vision that… enriches the play experience. The automaton theme also emphasis how heavily turns revolve around programmed series of actions, like a Rube Goldberg Machine.

I must again reiterate how bad I am at this game. I can recognise good plays with 100% benefit of hindsight, and occasionally even set them up in advance, but I cannot for the life of me get to that mythical fifteenth level. This is fine! Great, even! I’m shocked that none of my previous puzzle experience is proving very useful, and grateful for the chance to learn a new system from scratch. I do suspect some of the variance can genuinely ruin a run, but without a more perfect understanding I’d be rightfully accused of sour grapes (a.k.a. mad because bad). I hate this game! I can’t escape it!  5/5 would embark on this embarrassing, compelling learning spree again.

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Play Now For Free – Half-Life Series

Half-Life: Alyx is coming in March, and we are celebrating early by making all games in the Half-Life Series FREE to play for Steam users, from now until the day it launches!

If you already have Steam installed, you can click the following links to start playing now!
Half-Life
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two

If you don’t have Steam, you can download it here.

Half-Life: Alyx is set before the events of Half-Life 2 and the episodes, but the games share characters and story elements. The Half-Life: Alyx team believes that the best way to enjoy the new game is to play through the old ones, especially Half-Life 2 and the episodes, so we want to make that as easy as possible.



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The Future Of Armory Engine

The Armory game engine is an interesting open source project built on top of the Blender graphics application.  If you are interested in learning more about the Armory game engine, be sure to check out our complete tutorial series over on DevGa.me.  Details on Armory have been scarce since 0.5 was released due to a lack of release details.  The developer recently released an update with a bit of a roadmap of future Armory development.

Details of Armory 2020 from GitHub:

Welcome! With 2020 already in full swing, I would like to outline some plans for Armory architecture in the upcoming year.

  • Move rendering to Graphics5. G5 is a newer API being developed in Kinc, leveraging modern graphics APIs like D3D12 / Vulkan / ..
  • As a result, support for D3D12, Vulkan, Metal and WebGPU will be priority. Once running smoothly, older graphics APIs will be dropped.
  • Implement ray-tracing for dynamic scenes. Right now Armory already has DXR support, but only handles static scenes. The goal is to have tanks demo running on a ray-tracing render path.
  • Move low-level parts of Armory (like iron) to C. This is to better take advantage of multi-threading coupled with Graphics5 API. As a result, Armory will not be dependant on Kha (Haxe), but will interface directly with Kinc (C). An extended version of Krom which exposes Armory-specific functionality from C to Haxe/JS will be developed to accomplish this.
  • Armory traits will be written in Haxe/JS like usual, or anything which compiles into WebAssembly.
  • For web deployment, WebAssembly and WebGPU will be used.

Feel welcome to bring up any of these points for a discussion. If you have additional ideas which may improve the project further, please bring those up as well. The goal is to keep Armory viable long-term with a modern base ready for upcoming years.

My biggest thanks to everyone who already contributed to the project in any form over the years!

You can learn more about this release and recent Armory history in the video below.  You can learn more about Kha in this video and check out our recently created video on ArmorPaint, a PBR based painting application built on the Armory engine.

[youtube https://www.youtube.com/watch?v=lwdVwMTnCm4&w=853&h=480]

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Black Desert Mobile Is the Best Place to Play Flappy Bird

By Joe Robinson 21 Jan 2020

Do you guys remember Flappy Bird? Now that was definitely a craze… I only dabbled in it a bit, but you could see what made it a weird success – simple controls, high skill barriers but low barrier for entry. Getting attention from popular YouTubers helped, of course, but it’s often the simpler titles that are most susceptible to that kind of attention.

I remember when Flappy Bird was pulled from the app store, people were selling their phones and other devices that had the game installed still. Crazy stuff.

If you’re pining for those halcyon days, I’ve got some great news for you – the spirit of Flappy Bird is alive and well within Black Desert Mobile.

Whenever the game needs to download an additional update, you get presented with this screen:

Black Desert Mobile Mini Game

Tapping the button will send you to a download screen with a mini-game embedded within it. You have to guide the Black Spirit through the side-scrolling environment, avoiding obstacles as you go. Hitting certain distance milestones nets you some minor in-game rewards, and if you managed to collect enough gems you gain extra lives. Naturally, the further you go, the quicker the game gets.

Black Desert Mobile Mini Game 2

I’ve tried a number of control tactics – constant presses, tapping, a mix of both… but I’m as good at this mini-game as I was the original Flappy Bird (that is, not great).

You get to play this mini-game every time there’s an update, and judging by the email I just got another sizable one has just landed. This latest update adds Siege Wars for guilds (a new type of PvP activity), as well as the Asura’s Den mini-game. A new class called the Sorceress is also on her way.

Now, that’s not to detract from the fact that BDM is also a pretty impressive mobile MMORPG in its own right, but there are worse reasons to try it out than just because there’s also an addictive mini-game embedded in the download screen.

Don’t forget to check out our Black Desert Mobile tips guide to deal with your most pressing questions.

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Pre-Purchase Now – ONE PIECE: PIRATE WARRIORS 4

ONE PIECE: PIRATE WARRIORS 4 is Now Available for Pre-Purchase on Steam!

The PIRATE WARRIORS series has successfully combined the popular anime ONE PIECE with the thrilling action of the WARRIORS series to create a worldwide phenomenon selling more than four million copies! Based on the concept of “fighting hordes of enemies while adventuring with trusted allies,” experience awesome ONE PIECE action lifted straight from the anime!

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Carcassonne is Dead, Long Live Carcassonne

Digital board game ports are a wonderful thing, but they can be at times confusing. As an inherently license’-based activity (with one or two exceptions), it can create weird situations like what happened with the digital adaptation of Carcassonne.

There in fact two different versions of Carcassonne you can buy on the market right now, one developed by The Coding Monkeys that’s only available on iOS, and then a slightly shinier version that came later developed by Asmodee Digital, which is only available on Steam and Android. That’s about to change come March 1st, 2020.

The Coding Monkeys Carcassonne

The Coding Monkeys announced over the weekend that their deal with the Carcassonne license holder, Hans im Glück, is coming to an end and won’t be renewed. Their version of the game will be removed from the App store come March, and you won’t be able to buy it again. Here’s what you need to bear in mind:

  • If you already own the game and it’s installed on your device, you’ll be able to play it beyond March 1st, 2020.
  • If you already own the game but it’s not installed, in theory you should still be able to download it regardless but this can be an inconsistent principle at times – best to put it on a device for safe keeping.
  • TCM have said they will keep their servers running for at least a year, so multiplayer will still work for a time. What happens after that will depend on whether the studio can afford to keep them running.
  • Even if they turn off the servers, as far as we know the game didn’t need to connect to an online server to play so solo/pass-and-play should still work.

iOS users need not fear that they’ll lose access to Carcassonne forever – Asmodee Digital’s own port will finally be coming to the Apple App Store come March. I imagine this is something they’ve been wanting ever since they made their own version of the game a couple of years ago.

asmodee digital carcassonne

The Coding Monkey’s version of the game is held in pretty high esteem and is a poster-child example of board game ports on mobile. Asmodee’s version is fine and is in 3D, giving it more appealing visuals, but i’d be hard-pressed to say it was the ‘better’ version. Still, it’s probably better to have a single, unified app for things like this.

As a final farewell, The Coding Monkeys are running a sale on their version of the game plus everything else they’ve made to date, so be sure to check it out.

What are your thoughts on this and the two versions of Carcassonne? Let us know in the comments!