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Tech News - 2D Game Development

38 Articles
article-image-key-takeaways-from-unity-game-studio-report-2018
Natasha Mathur
31 Aug 2018
3 min read
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Key Takeaways from the Unity Game Studio Report 2018

Natasha Mathur
31 Aug 2018
3 min read
The Unity Team has come out with  Unity Game Studio Report 2018 to share insights of its relevant benchmarking data on the existing studios with other emerging studios. The aim is to share information with the emerging studios on how the fellow creative studio teams operate and make successful games. The Unity Game Studio Report 2018 has been collated based on a study with the leads of 1,445 small and medium independent creative studios (ranging in size from 2 to 50 employees) from across the globe. This includes the studios using Unity as their main game engine as well as the studios using other game engines. https://www.youtube.com/watch?v=4hoO_5qNel0 Unity Game Studio Report 2018 Let’s have a look at few of the major highlights of this report. Studios are recent, independent and compact As per the 2018 Unity Game Studio report, 91% of the surveyed studios that have been recently established are fully independent and the majority of them are developing their own IPs. Studios develop, publish and promote games on their own                                          Unity Game studio report 2018 40% of the existing and emerging studios are focussed on developing AR/VR, which proves that platforms are becoming more established among independent creators. The majority of studios are publishing their project themselves. For marketing, the popular media for these studios are Facebook and Twitter. The Unity Game Studio report also highlights that 53% of the studios monetize their projects via premium payments, while 36% of them plan on monetizing with the freemium model.   Studios need a wide range of tools to run 69% of the emerging studios use team collaboration along with cloud storage solutions. Less than 40% of the studios use analytics to analyze players’ behavior. Studios run on a lean budget                                               Unity Game studio report 2018 As mentioned in the Unity Game Studio Report, approximately 60% of the budget for all studios comes from freelancing and self-funding. But, a small part from their budget still gets spent on training the employees. The report also highlights the hard work that the majority of the independent game studios put in to continue to establish themselves. “Not only do (independent developers) bring their creative vision to life, they do so with ingenuity, flair, and lots of bootstraps, overcoming challenges posed by constrained resources with imagination, moxie, and dedication to their love of creating games”, as written by Jen MacLean, Executive Director at the International Game Developers Association (IGDA) in the report foreword. For more information, check out the complete Unity Game Studio Report 2018.   Unity switches to WebAssembly as the output format for the Unity WebGL build target Implementing the Unity game engine and assets for 2D game development [Tutorial] Designing UIs in Unity: What you should know
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Natasha Mathur
30 Aug 2018
4 min read
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Meet wideNES: A new tool by Nintendo to let you experience the NES classics again

Natasha Mathur
30 Aug 2018
4 min read
Nintendo has come out with a new tool, called, wideNES, to let you relive your childhood days. Only this time, you can record the screen while playing in real-time, gradually building up a map of the different levels explored. The new tool wideNES, is a feature of ANESE, which is an NES emulator developed by Daniel Prilik. What’s great about wideNES is the fact that it syncs the action on-screen to the generated map, thereby, allowing players to see ahead of the levels by “peeking past the edge of the NES’s screen”. Also, this mapping technique is not applicable to only a few games i.e. it enables the wideNES to work with a wide range of NES games. Let’s look at how wideNES works. Rendering graphics Back in the 80s, the NES (Nintendo entertainment system) used MOS 6502 CPU. It also used a powerful graphics coprocessor called the Picture Processing Unit (PPU) in conjunction with the 6502 CPU. The wideNES also makes use of PPU. PPU is an integrated circuit in the NES which generates video signals from graphics data stored in memory. The chip is known for using very little memory to store graphical data. In wideNES, the CPU updates the PPU on what has changed throughout the game using Memory Mapped I/O.  This process comprises of setting up new sprite positions ( Great for moving objects: player, enemies, projectiles), new level data, and new viewport offsets. With wideNES running in an emulator, it’s easy to track the values written to the PPUSCROLL register (controls viewport X/Y offset) i.e. it’s easy to measure how much of the screen has been scrolled between two frames. But, there’s a limitation to this technique as you can’t get a complete map of the game unless the player manually explores the entire game. Scrolling past 256 The NES is an 8-bit system and in this, the PPUSCROLL register accepts only 8-bit values. This limited the maximum scroll-offset in NES to just 255px. So, on scrolling past 255, PPUSCROLL register would become 0, explaining why Smart Mario Bros would bounce-back to the start on Mario moving too far right. With wideNES, scrolling past 256 is possible as it completely ignores the PPUCTRL register, and simply looks at the PPUSCROLL delta between frames. So, in case the PPUSCROLL unexpectedly jumps up to ~256, it indicates that the player character has moved left/up a screen, whereas if the PPUSCROLL jumps down to ~0, then that means the player has moved right/down a screen. However, this approach does not work for games that have static-UI elements such as HUDs, Masks, and Status Bars at the edges of the screen. To solve this issue, wideNES implements several rules which detect and mask-off static screen elements automatically. Detecting “Scenes” Most NES games are split into many smaller “scenes” with doors or transition screens that move between them. The wideNES uses perceptual hashing to detect whenever a scene changes. Perceptual hash functions work on keeping the similar inputs “close” to one another in the output space making them perfect for detecting similar images. But, perceptual hashes can also get incredibly complex with some being able to detect similar images even if few of the images have been rotated, scaled, stretched, and color shifted. But, wideNES doesn’t need a complex hash function as each frame is always the exact same size. Now, work is still being done on improving wideNES core and on improving ANESE’s wideNES implementation. For now, you can explore the ANESE emulator and take the trip down the memory lane! For more information, check out the official wideNES blog post. Meet yuzu – an experimental emulator for the Nintendo Switch AI for game developers: 7 ways AI can take your game to the next level AI for Unity game developers: How to emulate real-world senses in your NPC agent behavior
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Prasad Ramesh
29 Aug 2018
2 min read
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Godot game engine version 3.1 now in alpha, further feature requests freezed

Prasad Ramesh
29 Aug 2018
2 min read
Godot is an open source community-driven 2D and 3D game engine. It works on a unified interface and is cross-platform. Godot is completely free and under the MIT license. Games made in Godot can be exported to Linux, macOS, Windows, Android, iOS, and HTML5. As of a recent commit made two days ago, the master branch of Godot is now in the alpha stage. This means that v3.1 is now considered feature-complete and the focus of the developers will be only on bug fixing along with improvements to existing features. Such a stage is called as a feature freeze. Any new features will have to wait for 3.1-stable to come in a couple of months. Contributors are requested not to make feature pull requests as they have a potential to create new bugs. PRs can be made once the feature freeze is lifted and a stable release is out. The feature pull requests currently made won’t be closed but will be targeted at the v3.2 milestone release. There are some exceptions to the freeze rule. Enhancements to the major new features of the 3.1 release may be considered, especially usability fixes. Work on mono/C# support is continuous. Approved features discussed with contributors on IRC  may still be considered if they are a priority for the 3.1 release. Features of the Godot game engine version 3.1 Godot comes with hundreds of built-in nodes that make game design easy Flexible scene system allows creating node compositions with support for inheritance and instancing A visual editor packed with all the tools you need Persistent live editing without loss of changes after stopping the game which also works on mobile devices Ability to create your own custom tools with ease via the tool system For more details on Godot 3.1, visit the GitHub page. How to Create 2D Navigation with the Godot Engine Unity 2018.2: Unity release for this year 2nd time in a row! Xenko 3.0 game engine is here, now free and open-source
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Prasad Ramesh
06 Aug 2018
2 min read
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Xenko 3.0 game engine is here, now free and open-source

Prasad Ramesh
06 Aug 2018
2 min read
Xenko, a game engine owned by Silicon Studios has officially released its third version on August 2. The major change in Xenko 3.0 is the transition to being open-source. It also comes with changes made to the project system and added support for videos as well as hair, and skin rendering. Open-source and support Although Xenko won’t be supported officially anymore by Silicon Studios, the members of the Xenko development team will continue contributing to it. Virgile Bello, Lead Developer at Xenko Game Engine stated that he will personally work on it fulltime for the next couple of months in the official blog. The new version is released under the MIT License on Github. It is well received by the open source community. The Xenko repository has already gained almost 700 stars and a couple of issues showing active involvement. Changes in the Xenko 3.0 game engine Other than the open-source transition, there are a few other changes in the engine itself. Xenko 3.0 has made the switch to the new C# project system, which makes your game csproj as simple as a PackageReference to Xenko. This makes package management more convenient. It is now also possible to add video to your games with the latest release. This feature is not completely tested on all platforms so you may run into issues while implementing it. Hair and skin rendering support are also added, but like videos, this feature may need some improvements and tuning. The package names have also been changed since the move to open-source. The SiliconStudio.Xenko package is now Xenko. Also the SiliconStudio.Core and SiliconStudio.* packages are now Xenko.Core. Your earlier projects should automatically be updated but a backup before the upgrade is recommended. Virgile has set up a Patreon page if you’d like to support the project financially. The release notes state that the future plan is to split Xenko further into separate packages such as Xenko.Graphics, Xenko.Physics and Xenko.Editor. These are only the major changes. For the complete changelog and other minor updates in Xenko 3.0, you can see the Release Notes. Think Silicon open sources GLOVE: An OpenGL ES over Vulkan middleware Working with shaders in C++ to create 3D games Unity assets to create interactive 2D games [Tutorial]
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Sugandha Lahoti
20 Jul 2018
4 min read
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Unreal Engine 4.20 released with focus on mobile and immersive (AR/VR/MR) devices

Sugandha Lahoti
20 Jul 2018
4 min read
Following the release of Unreal Engine 4.19 this April, Epic games have launched the Unreal Engine 4.20. This major update focuses on enhancing scalability and creativity, helping developers create more realistic characters, and immersive environments, for games, film, TV, and VR/AR devices. Multiple optimizations for Mobile Game development Epic games brought over 100 optimizations created for Fortnite on iOS and Android, for Unreal Engine 4.20. Hardware Occlusion Queries are now supported for high-end mobile devices on iOS and Android that support ES 3.1 or Vulkan using the GPU. Developers can also iterate and debug on Android without having to repackage the UE4 project. Game developers now have unlimited Landscape Material layers on mobile devices. Mixed Reality Capture Unreal Engine 4.20 provides a new Mixed Reality Capture functionality, which makes it easy to composite real players into a virtual space for mixed reality applications. It has three components: video input, calibration, and in-game compositing. You can use supported webcams and HDMI capture devices to pull real-world green-screened video into the Unreal Engine from a variety of sources.  The setup and calibration are done through a standalone calibration tool that can be reused across Unreal Engine 4 titles. Niagara Visual effects editor The Niagara visual effects Editor is available as an early access plugin. While the Niagara editor builds on the same particle manipulation methods of Cascade (UE4’s previous VFX), unlike Cascade, Niagara is fully Modular. UE 4.20 adds multiple improvements to Niagara Effect Design and Creation. All of Niagara’s Modules have been updated to support commonly used behaviors in building effects for games. New UI features have also been added for the Niagara stack that mimic the options developers have with UProperties in C++. Niagara now has support for GPU Simulation when used on DX11, PS4, Xbox One, OpenGL (ES3.1), and Metal platforms. Niagara CPU Simulation now works on PC, PS4, Xbox One, OpenGL (ES3.1) and Metal. Niagara was showcased at the GDC 2018 and you can see the presentation Programmable VFX with Unreal Engine’s Niagara for a complete overview. Cinematic Depth of Field Unreal Engine 4.20 also adds Cinematic Depth of Field, where developers can achieve cinema quality camera effects in real-time. Cinematic DoF, provides cleaner depth of field effect providing a cinematic appearance with the use of a procedural Bokeh simulation. It also features dynamic resolution stability, supports alpha channel, and includes settings to scale it down for console projects. For additional information, you can see the Depth of Field documentation. Proxy LOD improvements The Proxy LOD tool is now production-ready. This tool improves performance by reducing rendering cost due to poly count, draw calls, and material complexity. It  results in significant gains when developing for mobile and console platforms. The production-ready version of the Proxy LOD tool has several enhancements over the Experimental version found in UE4.19. Improved Normal Control: The use may now supply the hard-edge cutoff angle and the method used in computing the vertex normal. Gap Filling: The Proxy system automatically discards any inaccessible structures. Gap Filling results in fewer total triangles and a better use of the limited texture resource. Magic Leap One Early Access Support With Unreal Engine 4.20, game developers can now build for Magic Leap One. Unreal Engine 4 support for Magic Leap One uses built-in UE4 frameworks such as camera control, world meshing, motion controllers, and forward and deferred rendering. For developers with access to hardware, Unreal Engine 4.20 can deploy and run on the device in addition to supporting Zero Iteration workflows through Play In Editor. Read more The hype behind Magic Leap’s New Augmented Reality Headsets Magic Leap’s first AR headset, powered by Nvidia Tegra X2, is coming this Summer Apple ARKit 2.0 and Google ARCore 1.2 Support Unreal Engine 4.20 adds support for Apple’s ARKit 2.0, for better tracking quality, support for vertical plane detection, face tracking, 2D and 3D image detection, and persistent and shared AR experiences. It also adds support for Google’s ARCore 1.2, including vertical plane detection, Augmented Images, and Cloud Anchor to build collaborative AR experiences. These are just a select few updates to the Unreal Engine. The full list of release notes is available on the Unreal Engine blog. What’s new in Unreal Engine 4.19? Game Engine Wars: Unity vs Unreal Engine
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Sugandha Lahoti
17 Jul 2018
3 min read
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Meet yuzu – an experimental emulator for the Nintendo Switch

Sugandha Lahoti
17 Jul 2018
3 min read
The makers of Citra, an emulator for the Nintendo 3DS, have released a new emulator called yuzu. This emulator is made for the Nintendo Switch, which is the 7th major video game console from Nintendo. The journey so far for yuzu Yuzu was initiated as an experimental setup by Citra’s lead developer bunnei after he saw that there were signs of the Switch’s operating system being based on the 3DS’s operating system. yuzu has the same core code as Citra and much of the same OS High-Level Emulation (HLE). The core emulation and memory management of yuzu are based on Citra, albeit modified to work with 64-bit addresses. It also has a loader for the Switch games and Unicorn integration for CPU emulation. Yuzu uses Reverse Engineering process to figure out how games work, and how the Switch GPU works. Switch’s GPU is more advanced than 3DS’ used in Citra and poses multiple challenges to reverse engineer it. However, the RE process of yuzu is essentially the same as Citra. Most of their RE and other development is being done in a trial-and-error manner. OS emulation The Switch’s OS is based Nintendo 3DS’s OS. So the developers used a large part of Citra’s OS HLE code for yuzu OS. The loader and file system service was reused from Citra and modified to support Switch game dump files. The Kernel OS threading, scheduling, and synchronization fixes for yuzu were also ported from Citra’s OS implementation. The save data functionality, which allowed games to read and write files to the save data directory was also taken from 3DS. Switchbrew helped them create libnx, a userland library to write homebrew apps for the Nintendo Switch. (Homebrew is a popular term used for applications that are created and executed on a video game console by hackers, programmers, developers, and consumers.) The Switch IPC (Inter-process communication) process is much more robust and complicated than the 3DS’s. Their system has different command modes, a typical IPC request response, and a Domain to efficiently conduct multiple service calls. Yuzu uses the Nvidia services to configure the video driver to get the graphics output. However, Nintendo re-purposed the Android graphics stack and used it in the Switch for rendering. And so yuzu developers had to implement this even to get homebrew applications to display graphics. The Next Steps Being at a nascent stage, yuzu still has a long way to go. The developers still have to add HID (user input support) such as support for all 9 controllers, rumble, LEDs, layouts etc. Currently, the Audio HLE is in progress, but they still have to implement audio playback. Audio playback, if implemented properly, would be a major breakthrough as most complicated games often hang or go into a deadlock because of this issue. They are also working on resolving minor fixes to help them boot further in games like Super Mario Odyssey, 1-2-Switch, and The Binding of Issac. Be sure to read the entire progress report on the yuzu blog. AI for game developers: 7 ways AI can take your game to the next level AI for Unity game developers: How to emulate real-world senses in your NPC agent behavior Unity 2018.2: Unity release for this year 2nd time in a row!
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article-image-github-for-unity-1-0-is-here-with-git-lfs-and-file-locking-support
Sugandha Lahoti
19 Jun 2018
3 min read
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GitHub for Unity 1.0 is here with Git LFS and file locking support

Sugandha Lahoti
19 Jun 2018
3 min read
GitHub for Unity is now available in version 1. GitHub for Unity 1.0 is a free and open source Unity editor extension that brings Git into Unity 5.6, 2017.x, and 2018.x. GitHub for Unity was announced as an alpha version in March 2017.  The beta version was released earlier this year. Now the full release GitHub for Unity 1.0 is available just in time for Unite Berlin 2018, scheduled to happen on June 19-21. GitHub for Unity 1.0 allows you to stay in sync with your team as you can now collaborate with other developers, pull down recent changes, and lock files to avoid troublesome merge conflicts. It also introduces two key features for game developers and their teams for managing large assets and critical scene files using Git, with the same ease of managing code files. Updates to Git LFS GitHub for Unity 1.0 has improved Git and Git LFS support for Mac. Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git. Previously, the package included full portable installations of the Git and Git LFS. Now, these are downloaded when needed, reducing the package size to 1.6MB. Critical Git and Git LFS updates and patches are distributed faster and in a more flexible way now. File locking File locking management is now a top-level view within the GitHub window. With this new feature developers can now lock or unlock multiple files. Other features include: Diffing support to visualize changes to files. The diffing program can be customized (set in the “Unity Preferences” area) directly from the “Changes” view in the GitHub window. No hassles of command line, as developers can now view project history, experiment in branches, craft a commit from their changes and push their code to GitHub without leaving Unity. A Git action bar for essential operations. Game developers will now get a notification within Unity whenever a new version is available. They can choose to download or skip the current update. Easy email sign in. Developers can sign in to their GitHub account with their GitHub username or the email address associated with their account. GitHub for Unity 1.0 is available for download at unity.github.com and from the Unity Asset Store. Lead developer at Unity, Andreia Gaita will conduct a GitHub for Unity talk on June 19 at Unite Berlin to explain how to incorporate Git into your game development workflow. Put your game face on! Unity 2018.1 is now available Unity announces a new automotive division and two-day Unity AutoTech Summit AI for Unity game developers: How to emulate real-world senses in your NPC agent behavior
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Amey Varangaonkar
18 Apr 2018
2 min read
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Unity 2D & 3D game kits simplify Unity game development for beginners

Amey Varangaonkar
18 Apr 2018
2 min read
The rise of the video game industry over the last two decades has been staggering, to say the least. Considered to be an area with massive revenue potential, we have seen a revolution in the way games are designed, developed and played across various platforms.Unity, the most popular cross-platform game development platform, is now encouraging even the non-programmers to take up Unity game development by equipping them with state-of-the-art tools for designing interactive games. Unity game development simplified for non-developers These days, there are a lot of non-developers, game designers and even artists who wish to build their own games. Well, they are now in for a treat. Unity have come up with their 2D and 3D Game kits wherein the users develop 2D or 3D gameplays without the need to code. With the help of these game kits, beginners can utilize the elements, tools and systems within the kit to design their gameplay. The Unity 2D game kit currently supports versions Unity 2017.3 and higher, while the 3D game kit is supported by Unity 2018.1 or higher. Visual scripting with Bolt Unity  have also introduced a new visual scripting tool called Bolt, which allows non-programmers to create new gameplays from scratch and design interactive systems in Unity, without having to write a single line of code. With live editing, predictive debugging and a whole host of other features, Bolt ensures you can get started with designing your own game in no time at all. The idea of introducing these game kits and the Bolt scripting engine is to encourage more and more non-programmers to take up game development and let their creative juices flow. It will also serve as a starting point for absolute beginners to start their journey in game development. To know more about how to use these Unity game kits, check out the introduction to game kit by Unity.
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