Tiled, the open source map editor, just release a minor update in the form of 0.15.1. This release added/fixed/changed the following features:
- Fixed adding/removing object name labels when set to always visible (#1171)
- Fixed a problem with 'Execute in Terminal' on OS X
- Fixed mouse coordinate conversion for hexagonal renderer
- Fixed image layer offset handling (#1185)
- Updated Czech translation (#1184)
You can download Tiled here.
If you are interested in learning more about Tiled, we have a comprehensive tutorial series available here.
NeoAxis, a C# based game engine with a rich tool suite including a full map editor, just released version 3.4. A somewhat minimal release in anticipation of version 4.
Features from the release:
- Updated tools skin.
- Latest PhysX 3.3.4. Works faster and is more stable. Good character physics, improved car physics, fixed terrain problems.
- OS X support has been improved. New Mono Runtime 4.2.1 with new Generational GC (SGen) support. OS X 10.8 now is the minimal supported system.
- Sound backend has been improved. OpenAL Soft updated up to 1.17.2. Internal SSE optimizations.
- All example maps have been updated.
- Better object selection algorithms in Map Editor. It's now easier to select zones, portals and other volumes.
- Post processing: Color correction lookup table support.
- Exporters: support of the latest Autodesk 3ds Max 2016 and Maya 2016. Ability to install exporter for yet unpublished versions of 3ds Max and Maya (2017+) added.
- Exporters: Ability to install exporters to a specified folder.
- File system: The ability to load archives during simulation. As example to use it for downloadable content.
- Map Editor: Ability to open the type of selected object in Resource Editor. Use context menu.
- MapCamera: Ability to set orthographic camera.
- Web Browser Control: You can now configure a local HTML start file. Zooming and mip maps generation for in-game 3D GUI.
- Bug fix: Native memory manager: Crash Memory_AllocAligned on 64-bit applications.
- Bug fix: Exporters: Unable to override material in some cases.
What’s New in V3.4?
- NEW – Support for an open source DirectX® 12 Plugin
- With the GPUOpen initiative AMD is now providing ...
AMD’s commitment to Open Source is growing.
AMD’s Radeon™ SDK and all samples are now located at the GPUOpen website.
Legacy content is provided [url=http://developer.amd.com/tools-and-sdks/grap...
Facebook's Parse developer platform is shutting down because, according to a blog post published by Parse co-founder Kevin Lacker, "we need to focus our resources elsewhere." ...
In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or...
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At GDC 2015 Richard Lemarchand hops onstage to deliver a talk that investigates the game design potential of 'open play' -- play that does not necessarily result in an outcome of victory or defeat. ...
This weekend marks the deadline to apply for the second Core Labs Game Accelerator program, a 6-month online initiative pitched as a way to help you build a sustainable business around your game. ...
How does Ubisoft develop a game across as many as ten studios? Gamasutra speaks to David Polfeldt, managing director of Massive, developers of The Division, to find out in this classic 2014 feature. ...
Kotaku seemingly received by mistake (and published) a game company's marketing campaign proposal for YouTubers, which helps shed some light on how the business of being an "influencer" works in 2016. ...
A look back at which games generated the most buzz with the games press in 2015, including a list of the top 15 games, how Xbox and PlayStation did relative to one another, and a focus on Oculus Rift. ...
Unity has announced support for Nintendo's New 3DS is now available. Unity announced its intention to support the platform last year. ...
GDC 2016 organizers are offering an early look at the informative and intriguing sessions taking place during the Audio Bootcamp that helps open the March conference. ...
"Two families of game mechanics can be considered for episodic games: Adventure game mechanics and action game mechanics. We find them in different mixes in nearly all episodic games because of their strong storytelling dimension." ...
"I don't predict there to be huge changes in 2016. I do believe, however, that core games will affect the mid-core market, though in a way they didn't expect." ...
Continuing in their weekly release schedule, a new preview release is available for Unreal 4.11. As always, these preview releases are very much in development and should be used only by the brave of heart of weak of mind! ;)
In this release we get:
Fixed! UE-25870 Crash opening level blueprint
Fixed! UE-25927 Crash upon selecting the character in the First Person templates
Fixed! UE-24480 Hiding root actor does not hide ChildActor
Fixed! UE-25604 Pressing compile on the Vehicle Blueprint in vehicle advanced and Vehicle Templates Cause the Editor to crash
Fixed! UE-25593 UnrealHeaderTool does not detect program plugins enabled by default
Fixed! UE-25266 HTML5 packaging code project fails could not verify LLVM version
Fixed! UE-25069 [CrashReport] Editor crashes if pointlight is added to level on El Capitan
Fixed! UE-25553 Cinematic camera broken in Infiltrator
Fixed! UE-24815 Crash upon undoing actor selection on a static mesh when paint mode is enabled
Fixed! UE-25713 Crash when adjust sound spatialization through blueprint
Fixed! UE-25123 Mac Editor Freezes after connecting and disconnecting a mobile device
Fixed! UE-24730 Crash loading QA-Promotion FDeferredShadingSceneRenderer
Fixed! UE-25233 Unable to add Chrome as a platform in the HTML5 SDK option. This prevents launching a project in Chrome.
Fixed! UE-24757 Editor crashes when exiting and having a widget blueprint open.
Fixed! UE-25272 IHeadMountedDisplay Crash
Fixed! UE-25774 Editor Crashes When Attempting to Constrain a Component to Itself
Fixed! UE-25011 Crash when selecting a revision with the Blueprint Diff Tool
Fixed! UE-24650 Materials using separate translucency stop rendering if r.SeparateTranslucency is 0
Fixed! UE-24411 Unable to push to SteamVR while Oculus service is running
Fixed! UE-24712 Cannot select a Point Light or Sky Light by clicking on the sprite in the viewport on Mac
Fixed! UE-24300 Crash changing a setting in the Details panel with multiple components selected
Fixed! UE-25753 Slate Renderer Crashing on Shutdown
Fixed! UE-25752 Widget Component crashes on destruction
Fixed! UE-25625 Failing to compile will cause blueprint variables to reset to their default values
Fixed! UE-25605 ContentExamples' Math Hall map opens with Blueprint compiler warnings
Fixed! UE-25573 ContenExamples' LevelScripting map opens with Blueprint warnings
Fixed! UE-25323 Opening a project that contains an actor in viewport with a child actor component of type TextRenderActor crashes the editor
Fixed! UE-25146 Crash occurs texture painting on Mac with Metal
Fixed! UE-25129 Crash occurred painting on landscape sublevels with Retopologize tool
Fixed! UE-25118 Retopologize tool does not line up with cursor
Fixed! UE-25065 [CrashReport] UE4Editor_Persona!FPersonaMeshDetails::IsSectionSelected() [personameshdetails.cpp:1179]
Fixed! UE-24967 Integrate D3D12 update from MS
Fixed! UE-25788 Plugin Warden Fixes
Fixed! UE-25665 FastDecimalFormat doesn't handle overflow when rounding correctly
Fixed! UE-25633 ContentExamples' NetworkFeatures map opens with Blueprint warnings
Fixed! UE-25520 The new BP gather method is ignoring non-root level BPs
Fixed! UE-25507 Vehicle Advanced Template's dashboard view camera on ground in VR
Fixed! UE-25377 Spinning logo in Blueprint_Communication map is the incorrect size
Fixed! UE-25093 Landscape tool switches to Manage New Landscape when hiding a level with landscape mode open.
Fixed! UE-22632 Building the Engine using Visual Studio 2015 can fail if Windows Driver Kit is installed.
Fixed! UE-25680 Right stick is shown but not used in Flying template
Fixed! UE-25675 Player can leave the map in Rolling Template
Fixed! UE-25676 Player can get stuck under bridge in Rolling Template
Fixed! UE-24737 Console Command autocomplete displaying in wrong area
Fixed! UE-25805 Map load errors for RoomNight in RealisticRendering
Fixed! UE-25477 BlueprintOffice has missing NodeGUID warnings on open
Fixed! UE-25529 ContenExamples' BlueprintSplines map opens with blueprint warnings
Fixed! UE-25866 A bug in UBTService_BlueprintBase makes it impossible to create "deactivation-only" BP implemented BT services
Fixed! UE-25739 Crash closing Binary editor with Oculus Audio Plugin enabled
Fixed! UE-24237 Audio not playing at Start Time set by Play node on PC
Fixed! UE-25851 Typo in SkinRendering 1.1 content example
Fixed! UE-24528 Listener Focus Priority Scale doesn't work with Sound Concurrency
Fixed! UE-25682 Broken animation is created if the user records from gameplay but exits PIE before stopping
Fixed! UE-25891 Slate standalone renderer font cache is 1 frame behind
Fixed! UE-25889 Shaped text doesn't handle some characters correctly
Fixed! UE-25013 Editing right-to-left text is very unstable
Fixed! UE-25693 Some maps in ContentExamples have inconsistant Player Start node positions
Fixed! UE-25611 Disable writing NoOBBInstall batch file
Fixed! UE-25886 Content Examples Blueprint_Communication example 3.1 flickers upon looping
Fixed! UE-24006 Game does not launch from UFE using cook on the fly
Fixed! UE-22731 Crash undoing the redo of deleting a bp instance with edits after modifying class
Fixed! UE-25582 Crash moving message log window while messages being pumped to it
Fixed! UE-24872 Camera translates up when clicking in the viewport after working in subeditors
Fixed! UE-25876 Content Examples player has wide slider selection area
Fixed! UE-25947 Portal IPC doesn't filter message scope to just the active users OS account
Fixed! UE-25759 Decals do not render on some Android devices
Fixed! UE-25791 TVOS templates failing to build on EC
Fixed! UE-25521 Editor font doesn't render Arabic glyphs
Fixed! UE-25644 First Person BP and Code gun has odd rotation
Fixed! UE-22270 Interface functions inherited after a duplicated actor blueprint is reparented to the blueprint it was duplicated from cannot be deleted.
Fixed! UE-25961 Untested GameplayDebuggerPlugin enabled in QAGame
Fixed! UE-25575 Long Google Play App ID can cause an invalid error
Fixed! UE-25710 ContentExamples' BlueprintsOverview map opens with Blueprint warnings
Fixed! UE-25704 BlueprintMouseInteraction interactive box moves upon PIE or Launch On
Fixed! UE-22471 Crash when attempting to PIE after undoing deletion of a component
Fixed! UE-25718 Top Down pointer decal is partially missing when on walls
Fixed! UE-25853 Vehicle Advanced BP template has inconsistent lighting
Fixed! UE-25841 Top Down decal and shadow do not affect the template text
Fixed! UE-25786 MatineeFightScene has warnings and errors effecting performance
Fixed! UE-25763 Matinee ContentExamples map has misaligned sequences
Fixed! UE-25679 ExampleProjectWelcome map has inconsistent icon use
Fixed! UE-25699 BlueprintInputExamples map giving PIE errors when playing pixel ship
Fixed! UE-25835 "Auditorium" reverb effect no longer plays in Audio map example 1.9 in Content Examples
Fixed! UE-25878 Content Examples buttons are green when display is not active
Fixed! UE-22705 Inconsistent values from input Y-axis on motion controllers
Fixed! UE-24187 Editor hangs after selecting submit to source control from drop-down
Fixed! UE-25479 Unable to package a BP project for Linux missing UE4Game binary
Fixed! UE-25815 Error loading the editor with Oculus Audio Plugin enabled
Fixed! UE-25351 Setting the Falloff Distance of a Sound Wave/Cue to 0.0 will no longer Play Sound
As always the new preview release of Unreal can be downloaded using the Epic Game Launcher.
The Global Game Jam kicks off today. The theme has not yet be announced, I will update this post once it has. I think at this point in time the game jam concept should be pretty familiar to everyone... theres a theme, a time limit and a set of rules and people run off, develop games and they are judged, prizes are awarded and there is much rejoicing. The GGJ is special mostly because it’s the biggest Game Jam of them all, with events all across the globe. If you are looking to participate locally, you can check for a site near you using this form. If you want more details, the FAQ is probably the place to start.
If I’ve done a pretty poor job of explaining the whole thing, here is the GGJ’s description in their own words:
The Global Game Jam® (GGJ) is the world's largest game jam event (game creation) taking place around the world at physical locations. Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal. The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed into a 48 hour development cycle. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity.
The structure of a jam is usually that everyone gathers on Friday late afternoon, watches a short video keynote with advice from leading game developers, and then a secret theme is announced. All sites worldwide are then challenged to make games based on that same theme, with games to be completed by Sunday afternoon. In January 2015, we had over 500 locations in 78 countries create 5439 games in one weekend! GGJ 2016 is January 29-31 at a location near you… if not you can make one of your own. The jam is known for helping foster new friendships, increase confidence and opportunities within the community. The jam is always an intellectual challenge. People are invited to explore new technology tools, trying on new roles in development and testing their skills to do something that requires them to design, develop create, test and make a new game in the time span of 48 hours.
The GGJ stimulates collaboration and is not a competition.
The whole being a parent thing makes these things pretty much impossible for me to participate in unfortunately. Perhaps one of these days I will curry enough favors that I can disappear for a weekend and binge code during one of these.
The image of a person wearing a black blinder over their face is an image that doesn't exactly scream "social." That image of isolation is something that this new crop of VR game developers intends to change. ...
Title pretty much says it all. Unity just announced device support for the New Nintendo 3DS (that is actually the name, called the 3DS LL in Japan). In case you are wondering, yes Unity already supported the 3DS as a platform, this announcement is specifically about the new model. It appears to be a version of Unity 5.1 at this point and interestingly, this release ships with only IL2CPP, so there is no Mono runtime. This should result in greater speeds, but may have a few unseen consequences. You still need to be registered in Nintendo’s Developer program to gain access.
Excerpt from the announcement:
We announced our intention to support Nintendo’s recently released New Nintendo 3DS platform at Unite Tokyo and we’ve been very busy in the meantime getting it ready. Now we’re pleased to announce it’s available for use today!
The first question people usually ask is “do you support the original Nintendo 3DS too?” To which the answer is a qualified “yes”. We can generate ROM images which are compatible with the original Nintendo 3DS, and there are certainly some types of game which will run perfectly well on it, but for the majority of games we strongly recommend targeting the New Nintendo 3DS for maximum gorgeousness.
We’ve been working very closely with select developers to port a few of their existing games to New Nintendo 3DS. We’ve been busy profiling, optimizing, and ironing out the niggles using real-world projects, so you can be confident your games will run as smoothly as possible. In fact, one game has already successfully passed through Nintendo’s exacting mastering system; Wind Up Knight 2 went on sale at the end of last year!
Unity’s internal shader code underwent a number of significantchanges in the transition from version 5.1 to 5.2. This brought many benefits, including cleaner and more performant code, and also fixed a number of issues we had on console platforms. We’re not able retrofit those fixes to the 5.1 based version, so we shall only be actively developing our shader support from version 5.2 onwards.
We’ve been putting Unity for New Nintendo 3DS version 5.2 through its paces for a few months, and it’ll be made available once it’s proved itself by getting a game through Nintendo’s mastering system too. That should be in the near future, but it’s not something that’s easy to put a date on.
So far, we’ve been in development with a Nintendo 3DS-specific version of the Unity editor, but now we’ve switched our focus towards upgrading to the latest version, with a view to shipping as a plug-in extension to the regular editor. We have a 5.3 based version running internally, and we’re working hard to get it merged into our mainline code-base.
It should be mentioned that some features are not yet implemented in this first public release, notably UNet and Shadow Maps (although Light-Maps are supported). We’re prioritising new features according to customer demand, but right now our main goal is to get into the regular editor.
In common with other mobile platforms, there are some limitations as to what can be achieved with the hardware. For instance, Unity’s Standard Shader requires desktop-class graphics hardware so it’s not something we can support on Nintendo 3DS. However, as with other platforms, if you try to use a shader which is unsupported then Unity will fall-back to a less complex shader that gives the best possible results.
- Updated to libgdx 1.9.1
- API Change and Addition: Pathfinding API
* Added method getIndex to the interface IndexedGraph.
* Removed classes DefaultIndexedGraph and IndexedNode.
- API Change and Addition: Behavior Tree API extended to make it easier to think and design in terms of states, see https://github.com/libgdx/gdx-ai/wiki/Behavior-Trees
* Added ability to guard any task.
* Added branch task DynamicGuardSelector.
* Now the text format supports internal sub-trees that, besides improving reuse and readability, allow you to use composite guards.
* Now the parser is able to report comments, which can be useful for certain tools such as graphical editors.
Gdx-ai can be downloaded from Github or can be installed using the GDX setup utility.
A guide to generating a realistic, wrapping world map in Unity using C# programming, complete with a discussion of the techniques involved, and sample code. ...
Ubisoft and leading eSports outfit ESL have joined forces to give the developer's tactical shooter, Rainbow Six Siege, its own dedicated eSports league. ...
Konami's latest financials are in, and it's good news for the Metal Gear Solid publisher, with both revenue and profit margins on the up. ...
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Fallout 4 and Skyrim programmer Jean Simonet shares tricks and insights: "I need an entity to perform one or more actions over multiple frames, and to have some smarts about what it is doing in the process." ...
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Though Microsoft has ceased to report hardware numbers, we now have a reliable source: Electronic Arts. ...
Virtual reality storytelling firm Vrse is looking for someone with Unity, Metal and other game development experience to join the company as a software engineer in its San Francisco, CA office. ...
The holiday season seems to have treated Electronic Arts well, as the company reported an increase in both its sales and profits over the period as part of its most recent financial filing. ...
The company did very well in its core productivity and tech businesses, but its Xbox performance isn't what it could be. ...
Indie game company Arcen (AI War) expects to lay off nearly all of its staff by Monday for financial reasons, according to a lengthy blog post published today by company founder Chris Park. ...
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In a typical video game, to exit a play session you press the start button, and select "exit" from a menu. In Owlchemy Labs' VR game Job Simulator 2050, I ate a burrito to quit the game. ...
"I feel like the game's graphics have improved significantly with very little effort. Performance was affected, but not enough to make me want to tear any effects back out." ...
Who's still making PSP games? Is the 360 still viable? What's up with Linux? These stats didn't make it into the GDC 2016 State of the Industry report but they're fun to think about, so here they are. ...
"First, we'll get a perspective on what the classical symphony performance has in common with the act of playing a video game. Then, we'll learn about a method of turning a video game into a musical instrument for performance art." ...
The University of California's games program, USC Games, is going to try its hand at being a publisher, starting with games made by its own students. ...
We got Voxel Farm running in UE4. It s not a plugin yet, but we have included an example project that does all the tricky work. More development is required, but I believe this is at a state where others can benefit from it.
I'm already loving how nicely and quicly the voxel content renders. Here you can see the unreal dude on top of our alien biome:
I was thrilled when it took only a couple of clicks to get a good behaving character. Setting up lighting and atmospherics was also very easy. We are not fully exploiting the shading and many other toys in UE4 so it is bound to get much, mucher better.
Been able to just link to our C++ code makes the collaboration between the two engines a breeze. Thanks to that we can run on ARM platforms like iOS.
I leave you with a rather long run of a character over a Voxel Farm terrain. This is a work-in-pogress biome by a new artist that joined our team, Mr. Bohan Sun. You will also note this is only the bare voxel geometry, it is lacking all instanced meshes like grass, shrubs, smaller stones, etc.
I want to thank Alexander Ostman for donating his Voxel Farm/UE4 integration. This became the base of what we are offering today. Drop me a line if you want to get in contact with him.
Capcom reports today that it's seen an uptick in both sales and profits over the past nine months, driven primarily by sales of console and mobile games -- most notably, Monster Hunter X. ...
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"Need for Speed: No Limits is stuck in its low spot on the top 100 grossing chart, with only occasional bumps to top 50, which are driven by in-game events and sales." ...
We spoke with several game developers at Valve's Steam VR event this week, about lessons and advice for VR game development. ...
"The problem every game developer has faced, though, is that when you reach 95% of the project, you get the feeling that it's almost done, the pressure goes down, and yet you still have about 50% of the work remaining." ...
GDC officials highlight a handful of great game community management GDC 2016 talks from seasoned talent at Blizzard, Trion, Daybreak and more. ...
Mobile developer Next Games has secured $10 million in funding from existing investors, meaning the studio has now raked in $18 million in external funding since it was founded in 2013. ...
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- IL2CPP: Removed warnings from generated C++ code when compiling with clang.
- (754282) - 2D: Fixed memory leak when applying changes to sprite.
- (741003) - Android: Fixed internal profiler on Gear VR.
- (738843) - Android: Timeout no longer happens when an application is sent to the background.
- (756198) - AssetBundle: Loading multiple invalid asset bundles fails correctly now.
- (736556) - AssetBundle: Change to use natural sorting when listing the AssetBundle names.
- (756567) - AssetBundle: Fixed the AssetBundle loading error which was built with DisableWriteTypeTree enabled.
- (716166) - AssetBundle: Fixed the hash collision when building AssetBundles.
- (743704) - AssetBundle: Fixed the issue that LoadAsset(name) returns null if a bundle contains a prefab and another asset with the same name.
- (715753) - AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. - The previous fix was incomplete.
- (760985) - Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
- (757799) - Core: Fixed crash when game object that is a child of a missing prefab is deleted.
- (750117) - Editor: Fixed game object duplicates on play when reference to that game object is set in another scene.
- (none) - Frame Debugger: Even when it was not used, it was creating some overhead in development standalone builds. Reduced that.
- (756849) - Graphics: Fixed crash when calling Graphics.DrawMesh with null material.
- (none) - Graphics: Fixed gpu memory leak in the splash animation.
- (740782) - Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11.
- (none) - Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds.
- (760665) - Graphics: Fixed SkinMeshInfo memory leak.
- (724664) - Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory!
- (724547) - IL2CPP: Implemented support for Assembly.GetReferencedAssemblies and Module.GetTypes()
- (none) - iOS/Xcode: Added .tbd extension support.
- (759212) - iOS: Fixed code completion for iOS Editor Extensions.
- (759459) - Mono: Corrected a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
- (none) - Mono: Resolved intermittent crash caused by a race condition that occurs when using managed threads.
- (none) - OpenGL ES & desktop OpenGL (Shader compiler): Various bug fixes and performance improvements.
- (756786) - Particles: Fixed IsFinite error spam with particles and second camera.
- (756971) - Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local.
- (756194) - Particles: Fixed: particle system only playing once.
- (756725) - Particles: Fixed: particle system not playing when triggered via Event Trigger.
- (696610) - Particles: Fixed issue where particles are not drawn in the correct order on rotated particle systems.
- (759502) - Particles: Fixed the issue of particles disappearing after going offscreen and returning.
- (756742) - Particles: Fixed issue whereby particles systems are not looping correctly.
- (755677) - Particles: Fixed issue where ParticleSystem.IsAlive() always returns True for particle systems with longer duration.
- (723993) - Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
- (757461) - Particles: Fixed issue where particle system doesn't play if method is called via Invoke fixed.
- (745121) - Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
- (754405) - Scripting: Fixed issue that causes UnityScript to incorrectly detect some methods return type.
- (739376), (740617) - UI: Fixed "Trying to add (Layout Rebuilder for) Content (UnityEngine.RectTransform) for layout rebuild while we are already inside a layout rebuild loop." error.
- (753423), (758106) - UI: Fixed flickering/texture swapping issues.
- (747512) - UI: Fixed issue with incorrect accent calculation for non-dynamic fonts.
- (759841) - VR: Fixed crash when trying to enter play mode when the Plugin was not loaded or the Oculus runtime was not installed.
- (755122), (717989), (734122) - VR: Fixed Skybox clipping issue.
- (none) - VR: Fixed VR Focus and VR ShouldQuit not respecting notifications when the Device was disconnected.
- (none) - XboxOne: Fixed a bug with YUY2 processing on the XboxOne.
Nearly three years after Valve rolled out Steam's Early Access program, competitor Gog.com is launching its own curated storefront dedicated to selling "games in development." ...
Nottingham will become the home of LittleBigPlanet 3 developer Sumo Digital's third global studio, and will work in tandem with the studio's Sheffield and India offices on a number of projects. ...
I'm pleased to announce the fourth installment of the Game Writing Portfolio Workout on February 2nd at Microsoft NYC! I'm so amazed by the reception of these workshops. I even got a standing ovation at the conclusion of the last Workout.
If you'd thought about writing for video games or even if you are a practicing game writer, come join me in this fun community event. No experience is required, though it is helpful. Participation in the earlier workouts are not needed to understand what's going on, but you do get a broader sense of what is the craft of game writing if you have attended the earlier sessions. I think this may be the last of the series, at least for now, because I want to get back to the genre fiction workshop I first offered back in July 2015. It's what got the Game Writing Portfolio Workout started but there's still lots to explore in the worlds of science fiction, fantasy, and horror game writing. Call it a specialization :)
As always, the event is held through Playcrafting NYC, which offers classes and events related to game development. Early Bird tickets start selling now.
Then, on March 3rd, I'll return to Microsoft NYC for Writing for Sci-Fi, Fantasy & Horror Game Worlds. If you're interested in science fiction, fantasy, and/or horror and want to populate your game world with monsters, creatures, aliens, fantastical beasts, and otherworldly cultures, you can benefit from this participatory workshop. Tickets sold here.
My background is a mixture of theatre, film, journalism, economics, and writing. I received a S.B. in Writing and Humanistic Studies (now the major of Comparative Media Studies) at MIT and then I specialized in Screenwriting at USC's School of Cinematic Arts. My first published game as a writer was on the epic space combat RPG, Terminus, which won 2 awards at the 1999 Independent Games Festival. Afterwards, I worked on the episodic fantasy series Siege of Avalon, MMO Wizard101, and the dark fantasy RPG, The Witcher, for which I was nominated for a Writers Guild of America Award in Videogame Writing. I currently head the WGAE Videogame Writers Caucus and am SIG leader of the IGDA Game Design SIG.
"Ok, now we have to prepare for Apple's AppStore reject policy to apps which does does not support IPv6 networking to be started early this year." He's what you need to know to avoid that! ...
"Sure, the game only generated a fraction of what we spent on it, but we've learned a lot. Now it's time to get up, dust off our shoulders and get the creative juice flowing again!" ...