flixel-gdx 0.6 released!

It’s been a while since we did a release. To be precise the last release was in October ’12. The reason for this delay is we were implementing so many other things that weren’t planned in this release and the most users were using the nightlies (which is very stable) via the setup tool. Anyway 0.6 is now released and you might think, “What?! 0.6, I thought it was 2.56” and “Shouldn’t it at least be 1.0 or higher?!”. Uhmm yeah…we never mentioned what the current version of flixel-gdx is. In the class FlxG and window title you see flixel-gdx v2.56. This number is based on the version of Flixel Community. Since we got the nightly build and we didn’t do any stable release users might be confused what version they actually were using. About 0.6, the previous release was flixel-android 0.5 hosted at Google Code. We simply bumped a digit up and we never thought about making it 1.0. But let’s have a look at the noticeable changes we made.

HTML5 support

This has been on our list for some time. This wasn’t an easy one to get it done. After we got the libgdx’s Reflection API implemented there were still a lot of bugs that needs to be iron out. Finally the most demos working fine and it can be seen on this page. This platform uses GWT which can be a frustration to get things working and the performance is not better than the standard JS implementation.

iOS support

Libgdx uses RoboVM as the official iOS solution. Previously they used Xamarin, but it got bugged by each new release of Xamarin and the performance wasn’t great either. Many developers have already released their games via RoboVM. For flixel, we only created the project files and tested it on a borrowed Mac Mini. It has been tested on a real device and it runs superb. Currently it’s not added in the build.xml, so there will be no jars generated. You can find more info about this over here.

Flash replicas

If you’ve been using the nightlies you’ve seen there is a flash package. This contains replicas of Flash’s classes. We have moved the most libgdx references from the core and it looks much cleaner.

OpenGL ES 2.0 support

GLES20 could be turned on in the config, but it was never utilized in the engine unless you want do textures with the size that is not power by 2. After implementing GLES20 a new door opens. You can do a lot more now which couldn’t be done with the fixed pipeline of GLES10. We now support shaders, a lot of new blend modes and distance field font.

Other noticeable changes

Bug fixes and improvements

Of course we also fixed a lot bugs, improved existing API and added a lot of new features. Here’s the full change log, which you can also view it in our repository.

The download page got a stable release which contains the flixel-gdx jars, universal tween engine and the libgdx nightly that was used. If you prefer the source there is a tag release made at GitHub.

Remove OpenGL ES 1.0

Libgdx has decided to drop OpenGL ES 1.0. We will remove any references of GLES10 in flixel-gdx after this release. If you are using GLES10 in your project, you might want to try to upgrade or stay at this stable release. This will be our last stable release with GLES10 and there will be no further support for GLES10 from now on.

In this release there is a bug that hasn’t been fixed. It‘s about multiple camera. As far as we know it only happens on Android. The bug occurs when you resume your game (if you minimized your game and come back again). The glScissor (which does the clipping) stops working the graphics will go out of the bound. This has been fixed in some later nightlies of libgdx, but the GLES10 was already removed. If you are planning to use multiple cameras, you should update your project once we update to the latest libgdx nightly.

What will you benefit from GLES20 you may wonder, nothing big actually, unless you want to work with shaders. For us, the API will be simplified (the GL10 references will be removed). There will be a blog post once this is done.

Future plans for 0.7

I got some plans that I’d like to work on for the next release. You see this list, it’s from FlixelCommunity. I’m part of it and I’ve to work on that as well. It will have benefits for flixel-gdx and there are more developers working on the same thing. Anyway, here is a list of features I’d like to see in the next release:

I’ve no date settled to start working on any of these. I got a new job which is 133 km from my home. I’ve decided to move to a friend for a couple of months. I will have to leave my PC behind. It means I can’t work on new features, but I’ll try to fix bugs when they are reported.

See you next time.

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