Version 0.6 Has Arrived!

Posted on February 11, 2013

There are a lot of changes that went into this update but most importantly you can now publish your final game to multiple platforms. There is so much more we want to and will be adding to GBS this year to smooth out the workflow but you have everything you need to create a game and publish it to a target platform. You can publish online via flash, to iOS devices, and Android devices.

Cross Platform Publishing (PRO only)

Blackberry 10, Kindle Fire, Facebook, GameBuilder Cloud Arcade, and Ouya console game publishing is already in the works for the beginning of 2013! Publishing requires a pro license upgrade that you can purchase now.

Get Your Pro License
(Your support helps to fund continued development)

Multiple Scene Containers

The "New Container" button now works in GBS and you are able to add an additional scene layer in your game. This can be used for example to create a UI layer above the rest of your game play. If you have a bottom scene container with a camera tracked object in it you don't want the UI to follow the character so you create a new scene layer and put your UI objects there. Each scene object can have its own tracked object. A tracked object controls the position of the camera based on its own position. If you move a tracked object to the right the whole scene container will move to the right based on an offset. Adding a Track Entity action to any entity in a scene container will make it a tracked object.

Cloning Game Objects

This is probably one of the best and coolest features of GBS. Game objects in GBS are called entities and you put all of your game logic and artwork inside of different entities. The beauty of cloned entities is that they always refer to the source entity on a component by component basis. So if you don't want to have duplicate game logic but you want to have two game objects just be slightly different than each other you can clone the original, unlock the component on the clone that you want to change and all the other components, except the "Spatial" will remain synched to the original entity. If you unlock a component on a cloned entity you can then change its properties and delete it entirely. This will not delete the source entity component. When you make changes to the source entity the changes will only trickle down to the components on the cloned entity that remain locked. If you are a programmer it is very similar to inheritance and overriding methods of super classes. Really useful!

If at any point you want to start over on a cloned entity you can just hit the "Revert To Source Entity" button and your cloned entity will be reverted back to the original.

New Physics & Render Engine

We had to overhaul the underlying physics engine and rendering engine to get consistent and fast performance across all modern platforms online and on mobile devices. The new physics engine is built on an open-source engine called Nape and it comes with some pre-defined real world materials for you to apply to "Spatials" in your game. The new rendering engine is utilizing the very fast and open-source Starling framework to render 2D images to the GPU at runtime. We will continue to improve performance with our integration of these two frameworks as time goes by. You have to have a compatible graphics card to play test GBS games now. You can test your computer by visiting the Adobe website.

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