V-Play Updates

V-Play Update Guide

After installing the V-Play SDK, you can receive Engine updates through the Maintenance Tool. The Maintenance Tool is located at the installation directory of your V-Play SDK and is called MaintenanceTool.

Run this application and select Update components to check if any updates are available for the V-Play SDK.

If there are updates available, the new packages are selected and you can choose which ones you want to update.

With your V-Play signup, you get access to all V-Play updates for free. Some of the components are available exclusively for V-Play customers - to upgrade to a V-Play license click here.

Latest V-Play Release

v 2.9.2 (2016-11-14)

Blog Post: Release 2.9.2: Qt World Summit 2016 App Showcase and New App Components

V-Play 2.9.2 comes with the Qt World Summit 2016 app showcase demo, adds a lot of new app components and updates the Facebook Plugin to use the latest available version.

V-Play 2.9.2 comes as a free update for all V-Play developers.

Update Now (New to V-Play? Get started here)

V-Play Apps

Highlights

Qt World Summit 2016 App Showcase

iOS Android

We made a full featured conference management app for the recent Qt World Summit Conference that comes with many new components. Have a look at the full source code in the updated V-Play Sample Launcher or download the app from the stores for iOS or Android.

The Qt World Summit 2016 Conference App allows to:

  • Browse the conference schedule.
  • See detailed information for all talks, speakers and tracks.
  • Manage your personal schedule by adding talks to your favorites.
  • Customize the UI and switch between different native styles and colors.
  • Earn points for each app-start and favorited talk to climb the leaderboard.
  • Make friends and send messages with the integrated in-app chat.

The app also shows best practices how to use the V-Play Apps Components to create apps that:

  • Support multiple platforms, screen sizes and screen resolutions.
  • Provide a native look and feel for different platforms from a single code base.
  • Handle mobile app specific requirements like offline capability.
  • Use native device features like confirmation dialogs.
iOS

Android

New V-Play Apps Components

While working on the Qt World Summit 2016 Conference App we also made many new components you can easily use in your own apps:

  • Create native-looking tabs with the new AppTabBar and AppTabButton components that also support a swipe-able content view.

  • Add a search feature by integrating the SearchBar component with Theme-based styles for iOS and Android.

  • Quickly jump to the alphabetically sorted sections of your ListView with the SectionSelect control.

  • Use the AppFlickable to add a native looking rebound effect to your scrolling.

  • Show static or clickable text in your NavigationBar with the new TextButtonBarItem.

  • Add a material-design styled FloatingActionButton to provide quick access to your Android app's most important features.

Improvements
Fixes

V-Play Game Engine

Improvements
Fixes

V-Play Plugins

Highlights
  • Facebook: We upgraded the Facebook plugin to use the latest platform SDKs version 4! There is also a new signal that gives additional information about an opened session, called Facebook::sessionOpened. On iOS, make sure to copy the latest iOS frameworks from here and have a look at the updated integration guide.
Improvements
Fixes
  • Flurry: Fixes a possible crash on Android if no Flurry::apiKey is set.
  • Soomla: Fixes a possible crash on Android if no billing service is set in AndroidManifest.xml file.

Older V-Play Releases

v 2.9.1 (2016-08-25)

Blog Post: Release 2.9.1: Multiplayer Enhancements & Plugin Updates

V-Play 2.9.1 is an incremental maintenance update.

V-Play Game Engine

Highlights

Rebranded Multiplayer Card Game

We rebranded our Multiplayer Card Game "ONU". This includes updated graphics for the whole game, custom cards that match the V-Play style and a new game title "One Card!". See the game overview page to learn where to find it in the stores or to have a look at the source code.

The new game version also includes many additional features like a single player mode, medals for high-level players and an increased max player level. It now also showcases the integration of In-App Purchases and Advertisements with the Soomla Plugin and the AdMob Plugin.

New V-Play Multiplayer Features

  • Latency Simulation: The new property latencySimulationTime allows to simulate network latency for messages in your multiplayer game. Use the property during the testing of your game to fix errors coming from delayed messages, that might occur when players have a bad network connection. This is a very important feature for debugging any multiplayer game.
  • Restarting Games: Additional multiplayer functions restartGame() and endGame() make it possible to restart or end a game for all players in the room. To allow handling a new game and a restarted game differently in your game code, the gameStarted(gameRestarted) signal now provides a gameRestarted parameter, which is set to true for a restarted game. The signal gameEnded() informs all players that a game has ended. This feature requires two additional reserved messages codes: restartGameMessageId and endGameMessageId.
  • Single Player Mode: Use the new function createSinglePlayerGame() to start an offline game. For offline games, the initial matchmaking phase is skipped and no other players can join the game. The offline game starts immediately and the leader player can provide AI moves for users that would otherwise be controlled by a person. No messages are sent during the game and everything is handled locally on the device. As you can reuse your already existing multiplayer game logic, this allows to add an offline mode to your game with only little effort. During a single player game, the property singlePlayer is set to true.

For a sample implementation of these new features, have a look at the "One Card!" Multiplayer Demo.

Fixes

V-Play Plugins

Highlights
  • All Plugins on Android now use the latest available Play Services libraries 9.4.0.
  • OneSignal: We updated the OneSignal platform libraries to use the latest versions. On iOS, make sure to copy the latest iOS framework from here.
  • Chartboost: We updated the Chartboost platform libraries to use the latest versions. On iOS, make sure to copy the latest iOS framework from here. This update also fixes video caching issues that prevented loading Video Interstitials and Rewarded Videos.
  • AdMob: We updated the AdMob platform libraries to use the latest versions. On iOS, make sure to copy the latest iOS framework from here.

V-Play Apps

Fixes
  • Fixes Theme font issue that initially caused a wrong font to display on desktop platforms.

v 2.9.0 (2016-08-04)

Multiplayer Introduction Blog Post: Release 2.9.0: Introducing the Improved V-Play Multiplayer Feature

V-Play 2.9.0 adds V-Play Multiplayer for easily creating real-time & turn-based multiplayer games with V-Play.

V-Play Game Engine & V-Play Apps

Qt 5.7 Support

V-Play 2.9.0 also upgrades to Qt 5.7 and Qt Creator 4.0, which allows you to use all latest Qt features also with V-Play projects.

Please note the following points for a successful switch to Qt 5.7:

  • After updating, please open the MaintenanceTool in your V-Play SDK installation folder and remove Qt 5.6 from your installed components. The update deletes the V-Play libraries from Qt 5.6 and the old kits do not work anymore.
  • Qt Creator should then automatically detect the 5.7 kits for Qt 5.7, which you can use then to build V-Play projects.
  • Qt 5.7 for Android requires at least a minSdkVersion >= 16 setting. To successfully build your projects for Android, open the file android/AndroidManifest.xml of your project and make sure to set at least:
 <uses-sdk android:minSdkVersion="16" ... />

V-Play Game Engine

Highlights

V-Play Multiplayer is officially released.

Following its successful beta release, you can now access V-Play Multiplayer when you update V-Play – even as a free user. This new feature can be integrated into your game with less than 100 lines of code! For a quick preview of the V-Play Multiplayer features check out the V-Play Multiplayer Youtube Video.

V-Play Multiplayer Features

  • Real-Time and Turn-Based Multiplayer Support: V-Play Multiplayer supports both real-time and turn-based gameplay, so you can use it to make many different types of multiplayer games. It's perfect for making player-vs-player games like 'Words with Friends' or games for a large amount of players, such as 'Clash of Clans'. With V-Play Multiplayer, you can now rival these games and make whatever kind of multiplayer game you like.
  • Matchmaking and ELO Rating System: V-Play Multiplayer includes a matchmaking feature that allows you to play with your friends or join already running games. It also includes an ELO Rating System that matches players against opponents of a similar skill level to ensure competitive gameplay.

  • Friend System and Social Features: V-Play Multiplayer lets you add your friends or make new friends with players you meet in-game. You can also compare your highscore with your friend’s in a dedicated Friends leaderboard. These leaderboards are sure to increase your retention and engagement rates as players compete against friends and international players to reach the top of the rankings.

  • Interactive Chat & Push Notifications: V-Play Multiplayer features a messaging system so you can chat with your friends, even if they’re not online. This makes it easy to discuss games or arrange future matches. Best of all, V-Play Multiplayer sends Push Notifications to players when they receive new messages or game invites.

  • Player Profiles & Cloud Synchronization: V-Play Multiplayer lets you create your own player profile. You can upload a profile picture, set a username and decide if your national flag should be displayed. It’s simple to do and no additional logins are required. Furthermore, all the player data like highscore or earned achievements gets synced across platforms and across devices with the built-in V-Play Game Network cloud synchronization.
  • In-Game Chat: V-Play Multiplayer allows players to communicate during gameplay with an in-game chat feature. Players can use it to discuss game results with one another, message their friends or chat about the latest news with people from all over the world, right in a running game. This feature adds a strong social element to any multiplayer game and creates an engaging experience for young and old players alike.
  • True Cross-Platform: Just like other V-Play features, V-Play Multiplayer is a cross-platform solution. This means that your game will work on both iOS and Android devices, but also that players on iOS devices can play against Android users. V-Play Multiplayer also works on Windows Phone and Desktop platforms, including Windows, macOS (Mac OS X) and Linux.
  • Easy Integration: The V-Play Multiplayer component can be included in your game with less than 100 lines of code. This means that you can integrate this feature into your game in less than 10 minutes. You can use the documentation to find out how to add this feature to your game.

Component Overview

The following table gives an overview of all relevant V-Play Multiplayer components and what they are used for:

Component Description
VPlayMultiplayer V-Play Game Network component to add multiplayer features to your game.
VPlayMultiplayerView The default UI for VPlayMultiplayer matchmaking, friend selection, chat and game invites.
NotificationBar Base type for creating a notification bar to show incoming VPlayMultiplayer push notifications in-game.
MultiplayerState Item for handling the possible states of VPlayMultiplayer.
MultiplayerUser Represents a single V-Play Multiplayer user.
NoRanking Can be used as the rankingStrategy to disable the ranking feature.
SimpleRanking Defines a simple multiplayer ranking strategy. It is the default rankingStrategy.

V-Play Multiplayer also integrates seamlessly with the VPlayGameNetwork. For showing leaderboards that include a Friends section or to let the users customize their profile it is sufficient to add a VPlayGameNetworkView like you would for games without multiplayer features. Each MultiplayerUser is essentially also a GameNetworkUser with leaderboard scores and achievements.

New Demo Game and Examples

V-Play Multiplayer has already been used to launch "One Card!", a successful 4-player card game based on the popular UNO game. "One Card!" is available on the App Store and Google Play Store and has garnered 100,000+ downloads in the first month. The player retention rates and engagement metrics are also way above the industry standard, thanks to the multiplayer features. Thus you as developers can use the full source code as a best practice for multiplayer integration and create your own multiplayer games within a few days.

The full source code for "One Card!" is available for free in the V-Play SDK. See here for an overview of all game features and to find the full source code of the game.

The new V-Play release also contains two more Multiplayer Examples:

  • Multiplayer Advanced Example - A demo project that uses most of V-Play Multiplayer features in a game where players try to turn the time on a clock to noon/midnight.
  • Multiplayer Simple Example - A simple multiplayer demo where players can ping each other in turn. It uses the Matchmaking and Game Invite system.

All of the demos and examples are included in the V-Play Sample Launcher.

V-Play Apps

Improvements
  • AppMap automatically deactivates GPS tracking when the app is backgrounded to avoid draining battery if the app is not used.
  • Replacing Theme fonts with newer versions of our default fonts caused troubles because a certain font can only be loaded once in an app. The default Theme fonts are now lazy loaded to give priority to custom font definitions by V-Play users.
Fixes
  • If the Navigation item on iOS uses the NavigationDrawer, the menu items do not display a disclosure icon now.
  • Fixed an issue with displaying NavigationItem icons in the NavigationDrawer.

v 2.8.6 (2016-07-15)

Highlights Blog Post: Release 2.8.6: Multiplayer Game "One Card!" & New Native Features

V-Play 2.8.6 adds a new multiplayer card game and new native features like storing a contact in the address book and opening an apps page in the native App Store to help get app store ratings for your app or cross-link to other apps.

V-Play 2.8.6 comes as a free update for all V-Play developers.

V-Play Game Engine & V-Play Apps

Highlights
  • Greatly improve UI of all multiplayer views. You can see the views in action in the new multiplayer card game "One Card!" available in the app stores.

  • Allow joining already running multiplayer games to support more active players in a running multiplayer match.
  • New native features: Store vCard contacts to the device AddressBook with NativeUtils::storeContacts(vCard) or launch apps on the device with NativeUtils::openApp(launchParam). The NativeUtils::openApp() function is useful to get an app store rating for your app or cross-link to other apps.
  • Access the device OS and version with system.osType and system.osVersion and retrieve the device model identifier with NativeUtils::deviceModel().
Fixes

V-Play Plugins

Improvements
Fixes
  • AdMob: Fixes an issue that AdMob smart banners are not correctly displayed on iOS.
  • Chartboost: Android now uses the latest native library that fixes an issue on Android 6.
  • Facebook: Fixes a possible crash after logging in with Facebook app on iOS.

v 2.8.5 (2016-06-16)

Highlights Blog Post: Release 2.8.5: Image Upload to Server and Native Image Picker

V-Play 2.8.5 adds the functionality to upload pictures to our web backend and adds a native image picker from camera or the picture gallery.

V-Play 2.8.5 comes as a free update for all V-Play developers.

V-Play Game Engine

Highlights
Improvements
Fixes

V-Play Apps

Highlights
Improvements
  • The Page::title is now automatically truncated if it is longer than the available width in the NavigationBar. This is only possible if the Page::rightBarItem slot does not hold a NavigationBarRow with enabled showMoreButton setting.
  • It's now possible to use the same Xcode project on iOS for all device and simulator targets without recreating it from Qt Creator for every change.
Fixes
  • If all child items of NavigationBarRow are hidden, the "more button" is now correctly displayed.
  • Fixes AppMap issues when zooming with fitViewportToMapItems while also showing the user position on the map.
  • The new NavigationBarItem::contentWidth property now allows to manually set the width of the item's content area. This fixes binding loop issues with the item width when creating custom NavigationBarItems.

v 2.8.4 (2016-05-26)

Highlights Blog Post: Release 2.8.4: Google Cloud Messaging Integration & Game Engine Improvements

V-Play 2.8.4 adds the GoogleCloudMessaging Plugin and fixes several minor bugs.

V-Play Game Engine

Improvements
  • V-Play Game Network default views got some styling improvements.
Fixes
  • Fixes rendering issues on some Android devices when displaying rounded user images in VPlayGameNetworkView.

V-Play Apps

Improvements

V-Play Plugins

Highlights
Fixes

v 2.8.3 (2016-05-03)

Highlights Blog Post: Release 2.8.3: New GameCenter Plugin and Bug Fixes

V-Play 2.8.3 adds the GameCenter Plugin and fixes several minor bugs.

V-Play Game Engine

Fixes
  • It's no longer required to change the AndroidManifest.xml file for existing projects if you don't use plugins in your project, as it was with update 2.8.2.
  • Fixes a possible error output that module "QtQuick.Dialogs" could not be loaded if using V-Play Game Network components.

V-Play Plugins

Highlights
  • This release adds the new GameCenter Plugin that allows to synchronize scores and achievements from V-Play Game Network to iOS Game Center.
Fixes

V-Play Apps

Fixes

v 2.8.2 (2016-04-27)

Highlights Blog Post: Release 2.8.2: Easier Plugin Integration & Debug Menu Improvements

V-Play 2.8.2 drastically improves integration of V-Play Plugins, as all plugins are now part of V-Play Engine. If you want to use the new plugin integrations please have a look at our migration guide.

Note: Important note for Android users: If you're using our existing projects with V-Play 2.8.2, please perform the changes to your AndroidManifest.xml file as described here.

V-Play Game Engine

Highlights
  • V-Play Plugins are now integrated into V-Play Engine libraries, which makes integration a lot easier. Please have a look at our migration guide for further information.
Improvements
  • We improved the V-Play debug menu to downscale the application window for resolutions that do not fit the screen. This allows to simulate all devices on desktop regardless of the screen resolution.
  • VPlayGameNetworkView now automatically fills the GameWindow if placed in a Scene, or its parent item if not.

V-Play Apps

Highlights
  • V-Play Plugins are now integrated into V-Play Engine libraries, which makes integration a lot easier. Please have a look at our migration guide for further information.
Improvements
Fixes
  • Fixes a SampleLauncher issue with Theme initialization when running app demos.
  • Fixes a bug on Android 4 devices that caused the home button to stop working.
  • Corrects a wrong y-position when pushing pages with NavigationStack::clearAndPush.
  • Fixes rendering issues of navigation components on some iOS devices when doing debug builds.
  • Fixes AppMap pinch-to-zoom gesture on mobile devices.

V-Play Plugins

Highlights
  • This release adds the new push notification plugin OneSignal Plugin that should be used as replacement for the Parse plugin.
Fixes

v 2.8.1 (2016-04-07)

Highlights Blog Post: Release 2.8.1: Spine Animations with V-Play & Qt

V-Play 2.8.1 adds support for Spine animations, offers new file wizards and fixes some compatibility issues with Qt 5.6.

V-Play Game Engine

Highlights
  • New wizards and templates in Qt Creator: When creating a new file, you can now select from several templates for V-Play games, such as template scenes.

  • Spine Animations: Convert your Spine animations to QML and use them in your V-Play games! See our new spine guide for more information: How to Add Skeleton Animations by Spine to Your V-Play Game

    There's also a new Spine example in the V-Play Sample Launcher that shows how to use the converted Spine entities. You can find in it the Examples/Sprites category.

Improvements
  • V-Play debug log messages are hidden by default when running qmake on your project (you can still display the messages when setting CONFIG += v-play_debug in your project file).
  • The GameWindow::displayFpsEnabled property now shows the fps at the correct position again if set to true.
  • Fixes issues when using the DEPLOYMENTFOLDERS project variable with Qt 5.6 that caused some builds to fail.
  • Fixes a possible app freeze on iOS when backgrounding a game that uses TexturePackerSpriteSequenceVPlay.
  • Mac Sample Launcher: Feature to open the source path to an example in Finder is now fixed.

V-Play Apps

Highlights
  • New wizards and templates in Qt Creator: When creating a new file, you can now select from several templates for V-Play apps, such as template pages.

v 2.8.0 (2016-03-17)

Highlights Blog Post: Release 2.8.0: New Getting Started Tutorial, Sample Game & App Example

Qt 5.6 Support

This V-Play release uses Qt 5.6. If you update your V-Play installation through the V-Play MaintenanceTool, Qt 5.6 will be automatically installed in parallel to your 5.5 installation.

If you don't need Qt 5.5 for your custom Qt projects anymore, you should uninstall it by opening MaintenanceTool, select "Add or remove components", uncheck all Qt 5.5 packages in the package tree and continue until finished:

Afterwards, make sure that you are using Qt 5.6 kits for you V-Play projects when opening in Qt Creator.

See here to learn more about the Qt 5.6 features.

V-Play Game Engine

Highlights
  • New getting started tutorial, making the first steps with V-Play easier than ever.

  • New demo game Durdles: A top-down shooter for two players with multiple levels, power-ups and different obstacles and opponents.

    Just browse the latest V-Play SampleLauncher to find the full source code or try the game. Durdles is also available for download on iOS and Android.

New Features
  • The debug menu for changing the resolution during runtime is now available for all demos and examples in the SampleLauncher.
  • New GameWindow properties screenWidth and screenHeight allow to set the size of the content area within the application window on desktop platforms.

    These properties should be used instead of width and height, which refer to the total window size that may also include the V-Play debug menu bar.

  • The GameWindow property menuBarVPlayEnabled allows to activate or deactivate the V-Play debug menu bar.
Fixes
  • Fixes incorrect Scene scaling when using the debug menu bar.

V-Play Apps

Highlights
  • New App Example & Wizard: The Login Template provides a simple app structure with a login page that ensures that the user is signed in to work with the app.

New Features
  • The debug menu for resolution and theme changing is now available for all demos and examples in the SampleLauncher.
  • New properties App::screenWidth and App::screenHeight allow to set the size of the content area within the application window on desktop platforms.

    These properties should be used instead of width and height, which refer to the total window size that may also include the V-Play debug menu bar.

  • The property App::menuBarVPlayEnabled allows to activate or deactivate the V-Play debug menu bar.
Improvements
Fixes

v 2.7.1 (2016-02-17)

Highlights Blog Post: Release 2.7.1: IDE Improvements, More Code Snippets and Updated Documentation

V-Play Apps

Highlights
  • Debug Menu Bar: For test builds on desktop platforms a default menu bar allows changing the window resolution and the app theme (styling).

  • App Examples: Code Snippets for Apps are now available as individual, standalone example files in your V-Play installation.
New Features
  • AppCheckBox: A new theme-able checkbox control that comes with platform-specific styles.

Improvements

v 2.7.0 (2016-02-02)

Highlights Blog Post: Release 2.7.0: New App Components, Qt Maps Demo & Project Templates

V-Play 2.7.0 comes with lots of improvements for V-Play Apps components: You get new components, wizards and a brand new demo showing how to use map-based features within your apps.

It also adds a platformer level editor that enables you to create your own platform game within days.

V-Play Game Engine

Highlights
  • The New platformer level editor allows you to create your own platformer game within days. You can use it to create levels for your platformer game and balance all game properties while the game is running. This speeds up content creation and production time significantly: you can use the level editing functionality to create levels for your game faster.

    With the new Platformer Demo Game, you can see the full source code of a platformer game with integrated level editor and use it to create your own platformer.

    Thanks to the in-game level editing support, the demo game also includes support for user-generated content: Players can create and share their own levels with other players around the world. This enables you to create a game like Super Mario Maker or Minecraft.

  • The new CameraVPlay component allows you to easily add cameras following players/characters and camera control for side scrollers or platformer games. You can also use it for any games with bigger level size than one screen. It supports zooming with Mouse wheel on Desktop and finger pinch gesture on mobile.
Improvements

V-Play Apps

Highlights
  • New open-source demo for map-based apps.

  • New project wizards for getting started with a master-detail view app, a tabbed app or a maps app

New Features
  • AppMap: Complete map view implementation based on Qt Location. Can show user location and use coordinate.

  • IconButton: New button type that uses an IconType as visual representation. The button can be used as push button or toggle button with multiple states.

  • NavigationBarRow: A new feature (property showMoreButton) allows to auto-collapse items in a more menu as familiar from the Android platform. This also includes new properties title and showItem for NavigationBarItem to customize the appearance of individual items within a NavigationBarRow.
  • PageControl: This control displays a row of dots, each of which corresponds to a custom page or other block. The currently viewed page is indicated by a filled dot. You can also set custom icons instead of dots.

  • NativeDialog: It's now possible to show platform-native dialogs as an alternative to custom-styled dialogs with InputDialog component.
  • Page: Individual pages can have a translucent navigation bar when used inside a NavigationStack component, when setting the navigationBarTranslucency property.

Improvements

v 2.6.2 (2015-12-10)

Highlights Blog Post: Release 2.6.2: Android Material Design, New Documentation

V-Play Game Engine

Additional Features:

  • Add sidebar navigation in the online documentation.
  • Open Sample Launcher Demo Projects (.pro files) directly in Qt Creator and not source folder if the V-Play Sample Launcher is running from the SDK.
  • Add XMLHttpRequest Element documentation.
  • Reduce file size of demos by removing hd2 images and Android 3rd party libraries of V-Play Plugins which are not needed as Gradle is used.
  • Add app icon for Windows and Mac project wizards. Update all demos.

Fixes:

V-Play Apps

Additional Features:

Fixes:

v 2.6.1 (2015-10-20)

Highlights Blog Post: Release 2.6.1: Change Native UI At Runtime & V-Play Demos in Qt Creator

Additional Features:

v 2.6.0 (2015-10-02)

Highlights Blog Post: Release 2.6.0: Multiplayer, V-Play Apps, TexturePacker, RUBE

Additional Features:

v 2.5.2 (2015-08-27)

Highlights Blog Post: Announcing Improved App Development with V-Play Apps!

Additional Features:

v 2.5.1 (2015-08-11)

Highlights Blog Post: Release 2.5.1: New Puzzle Game like 2048, New Slot Game and Slot Game API & Advanced Match-3 Game

Additional Features:

Fixes:

v 2.5.0 (2015-07-01)

Highlights Blog Post: 3D Games with Qt 5.5 and New V-Play Release 2.5.0

Additional Features:

API Changes:

v 2.4.2 (2015-06-11)

Highlights Blog Post: Update 2.4.2: New Action & Falldown Sample Games, License Update

Additional Features:

  • Plugin license keys are now included in a single V-Play Engine License Key (create your license key here). V-Play Plugins are available in Indie License or higher.
  • Add new Action Game and tutorial: Crazy Carousel Game.
  • Increase Soomla In-App Purchase Store Plugin to version 1.2. It adds functionality for the StorePurchase item to use meta data defined in the platform-specific stores for your custom store front (e.g. show localized price and currency for every user).
  • Add Qt Creator autocompletion files for the new Google Analytics Qt Plugin.
  • Add Infinario Plugin which provides analytics for game designers to improve your game.

API Changes:

  • Add LineItem::rounded property to get rounded edges at the start and end of the line.
  • Improve visual appearance of V-Play Splash Screen in Free License.

Fixes:

v 2.4.1 (2015-04-02)

Additional Features:

  • Add ChickenOutbreak2 Demo game using the Accelerometer for player control.
  • Add new QML Language Tutorials.
  • Add system.pauseGameForObject() and system.resumeGameForObject() to pause all timers and animations for all children of the given object.

API Changes:

Fixes:

v 2.4.0 (2015-02-04)

Highlights Blog Post: Update 2.4.0: V-Play Sample Launcher, Game Tour & New Platformer Game

Additional Features:

  • Add V-Play Sample Launcher to quickly see all demos & examples from within a single app.
  • Add V-Play Tour to find the best resources based on game genres or app categories.
  • Add Platformer Demo as a new demo for a platformer game like Super Mario.

Fixes:

v 2.3.1 (2015-01-13)

Highlights Blog Post: Update 2.3.1: V-Play Qt 5 Plugin Import Changes, RayCast Support

Additional Features:

  • Dynamic Image Switching now supports per-image file switching with V-Play File Selectors. This means, you can decide to not include an hd2 version of your image to reduce the app size, however the image will then not be crisp on hd2 (high retina) screens. This allows you to decide based on your requirements if app size or image quality is more important on a per-image basis.
  • Add RayCast support to Box2D World.

API Changes:

  • Change the V-Play Plugins import path from import VPlay.plugins.* to import VPlayPlugins.*.

Fixes:

  • Fix iOS simulator build, which did not work in previous version because of custom global key handler.
  • Fix offset position calculation of CircleCollider: the x and y position values were multiplied by 2 before.
  • Fix faulty TwoAxisController keyboard handling, introduced with Qt 5.4 support in 2.3.0.
  • Add content scaling support also for low resolution devices with resolutions smaller than 480x320 px.

v 2.3.0 (2014-12-11)

Highlights Blog Post: Update 2.3.0: Full Support for Qt 5.4, Windows Phone & Windows Runtime

Additional Features:

API Changes:

Fixes:

v 2.2.0 (2014-11-06)

Highlights Blog Post: Update 2.2.0: Density Independence & Multi-Screen Support, New Flappy Bird Tutorial & Android Back Button Handling

Additional Features:

API Changes:

  • Set the default width and height of Scene to 480x320 if GameWindowItem::landscape is set and to 320x480 if GameWindowItem::portrait is set. This allows auto-rotating Scenes. You might need to change the logical pixel values of Scene children though for making the best use of available screen space.

Fixes:

  • Fix physics position updating if only the y position of the entity changes.

v 2.1.0 (2014-09-02)

Highlights Blog Post: Update 2.1.0: Major Qt 5 Release, V-Play 2 for All Developers

Additional Features:

Fixes:

  • Add Qt Creator autocompletion files of V-Play C++ items with vplay.qmltypes file.
  • Update plugin autocompletion files to latest plugin versions.

v 2.0.4 (2014-08-06)

Highlights Blog Post: Windows Phone 8 and Windows Runtime Support in V-Play and Qt, Gamescom & GDC Meetup

Additional Features:

API Changes:

Fixes:

  • Remove Q_EXPORT_PLUGIN2 from static V-Play library to allow combining it with other QQmlExtensionPlugin objects in one project.

v 2.0.3 (2014-06-30)

Highlights Blog Post: Update 2.0.3: Big Squaby 2 Update, Qt 5.3.1 Support, AI & Particle Components

Additional Features:

API Changes:

Fixes:

  • Fix documentation of signals for V-Play 2.0.
  • Fix applying Body::torque.
  • Fix support for Scene::scaleMode zoomToBiggerSide and zoomNonUniform.

v 2.0.2 (2014-06-04)

Highlights Blog Post: Update 2.0.2: In-Game Level Editor & more Sample Games

Additional Features:

Fixes:

  • Fix forwarding of global key press detection used for runtime resolution switching.
  • Fix bug in Box2D physics plugin which led to Box2D plugin not working with MSVC 2010 and MSVC 2012 compilers in debug mode.
  • Fix VPlayGameNetwork not working on Windows in debug mode due to Qt v4 JS VM issue.

v 2.0.1 (2014-05-20)

Highlights Blog Post: Big V-Play Update with Qt 5.3 Support

Additional Features:

v 2.0.0 (2014-04-10)

Highlights Blog Post: V-Play 2.0 Release with Full Qt 5 Support

Additional Features:

  • Initial release with Qt 5 support: fully compatible with existing Qt 5 projects and works with all Qt 5 components.
  • Add support for local building, deployment and on-device debugging.
  • Add support for enhancing V-Play with custom C++ / Obj-C / Java code or 3rd party libraries.
  • V-Play File Selectors to improve multi-resolution handling.

API Changes:

  • If you are using MultiResolutionImage in your game, create an own subfolder +hd and +hd2 in your img folder. Then rename e.g. myimg-hd.png to myimg.png and move it into the +hd folder. See the ChickenOutbreak example in the new release how the new folder structure looks like in a real game and see the V-Play File Selectors documentation.
  • Rename the imports from import VPlay 1.0 and import QtQuick 1.x to import VPlay 2.0 and import QtQuick 2.0
  • Not all V-Play components from the latest v1.x are ported to Qt 5 and V-Play v2.0 yet. For a list what is supported, see the current Functional List of V-Play Components.

Note: For a list of all changes between V-Play 1.x and V-Play 2.0 see the Forum Thread How to port existing Qt 4 / V-Play 1.0 games to V-Play 2.0.

v 1.5.6 (2014-04-02)

Highlights Blog Post: Update 1.5.6: New Sample Game "Chicken Outbreak 2", Last Update in Version 1

Additional Features:

Fixes:

  • Fix Android resume behavior if lock screen is disabled and app resumed (was frozen before).
  • Fix NativeUtils::displaySleepEnabled bug on Android: now does not sleep by default, as stated in the documentation.
  • Fix EntityManager::removeLastAddedEntity() which did not use the entityId of the entity to be removed before.
  • Discard VPlayGameNetwork error response if device is already registered for other user. Required to avoid error message when signing up with a new fb user.
  • Improve VPlayGameNetwork backend response handling to correctly check for 4xx and 5xx http errors.
  • Also login player if write permissions are not accepted but only read permissions in VPlayGameNetwork::connectFacebookUser().
  • Improve VPlayGameNetwork Facebook connection error responses.
  • Fix offline detection and storing of failed offline requests in VPlayGameNetwork.
  • Fix calling of VPlayGameNetwork::onFacebookSuccessfullyConnected.
  • Fix blending issue of PolygonItem in combination with flickable items.

v 1.5.5 (2014-02-10)

Highlights Blog Post: Update 1.5.5: User-Generated Content, Level Sharing & Level Store

Additional Features:

API Changes:

  • Only set dragging colliders active if EntityBaseDraggable::inLevelEditingMode is set to true.
  • Update PolygonCollider doc with hint about maximum number of vertices is 8.
  • Change default size for content-scaling to match all aspect ratios from 576x368 to 570x360, which makes it more clear why this exact resolution is used. Also upload a Photoshop template to make designing the background easier.
  • Change default disconnect behavior in ProfileView: show a messagebox the user has to accept for a disconnect. If disconnected, also clear local data as otherwise the player would be in the leaderboards twice when the highscores are not cleared.

Fixes:

  • Fix permanent relogin if facebookId is stored for VPlayGameNetwork user.
  • Do not allow newlines for VPlayGameNetwork::updateUserName() on Android any more and limit allowed characters to ASCII characters.
  • Don't restart BackgroundMusic after app was in background mode if the music was stopped beforehand within the game.
  • Improve VPlayGameNetwork response error handling: if an unrecoverable error is received, do not store this request offline but discard it and continue sending the next requests in the queue.
  • Fix maximum request length of VPlayGameNetwork to be unlimited from about 6kB before.
  • Fix wrong default storage path for DownloadablePackage for packages loaded from dynamically created sources (e.g. /package.php?id=123).
  • Fix ItemEditor initialization if EntityManager::dynamicCreationEntityList is set. Bug existed because of delayed loading of ItemEditor which got removed the entity and EditableComponent in the meantime from EntityManager.
  • Fix resolution changes on Desktop at runtime.
  • Fix WebStorage::clearAll() which only cleared the first key before.
  • Improve font rendering on Windows, so there are no more black outlines visible on bright backgrounds.

v 1.5.4 (2013-12-19)

Highlights Blog Post: How to Increase Player Retention with V-Play Game Network

Additional Features:

Fixes:

  • Enhance font rendering for multi-line texts on iOS, Android & Mac OS X.
  • Fix font rendering on Mac Retina screens.
  • Fix EntityManager bug in EntityManager::storeEntitiesAsJson().
  • Demos run from the V-Play SDK directory on Mac OS X now work again, also if no info.plist given.
  • Fix publishing Mac apps on Mac OS 10.9.1 Mavericks.

v 1.5.3 (2013-12-02)

Additional Features:

Fixes:

  • Fix HTTP 302 redirects for DownloadablePackage item downloads.
  • Display FPS label on iOS 7 test builds again.
  • Fix flickering of screen after resuming an Android app from the background.
  • Fix that BlackBerry 10 custom splash screen images are not copied into final app package.

v 1.5.2 (2013-11-12)

Highlights Blog Post: Update 1.5.2: Android Background Fixes

Additional Features:

  • Add signal handlers BuildEntityButton::onPressed, BuildEntityButton::onReleased and BuildEntityButton::onClicked upcon customer request.
  • Add Particle::running property.
  • Improve performance of Squaby Demo by limiting particle effects and using sprite sheets for all images. Also add in-game performance test.

Fixes:

  • Fix issues when app returned to background on Samsung devices and Android versions higher than 4.2.
  • Fix one-frame-off bug with sprite sheet components and SingleSpriteFromFile and SpriteSequence.
  • Fix line breaks in installation guide for OpenSUSE.

v 1.5.1 (2013-10-03)

Highlights Blog Post: Update 1.5.1: Performance Improvements & Customer Request Additions

Additional Features:

  • Add performance improvement to set fully opaque items invisible to speed up rendering.
  • Add documentation instructions how to use the latest Qt Creator version with V-Play.
  • Add mirrorX and mirrorY property to SingleSpriteFromFile and SingleSpriteFromSpriteSheet.
  • Allow changing of GameWindow::displayFpsEnabled property at runtime as it also has a performance cost to re-create a new texture every frame when the framerate changes.
  • Add signals EntityBaseDraggable::beginContactWhileDragged() and EntityBaseDraggable::endContactWhileDragged() upon customer request.
  • Add a World::timeScale property which allows a bullet time effect, i.e. to slow down or speed up of game objects with constant and correct update rates. Added upon customer request.
  • Add MoveToPointHelper::allowSteerBackward property and set it to true by default which was a fixed value of false before.
  • Add Linux 64 bit support to v-play.prf mkspecs feature file to daily and stable build upon customer request.

API Changes:

  • Android DocumentsLocation is now on external storage instead of internal.
  • Change return of FileUtils::getMultiPathUrl() so the absolute url is returned even if not found (required to find videos or non-qml files or non-images from application binary).

Fixes:

  • Allow size-changing of SpriteSequence items at runtime.
  • Allow changes of Text item font properties at runtime.
  • Set correct size of QML renderer if both cocos and QML renderer are enabled on Windows.
  • Take the musicEnabled setting in GameWindow::settings into consideration when resuming and pausing background music for apps going into foreground/background.
  • Allow size-changes of CircleCollider and PolygonCollider at runtime upon customer request.
  • Fix bug in Storage: now receive a value copy in Storage::getValue() instead of a reference, as otherwise the cached value would be modified.

v 1.5.0 (2013-09-02)

Highlights Blog Post: Update 1.5: Chartboost & AdMob, MinGW, Ubuntu13 and More

Additional Features:

  • Add Ad plugins for Chartboost and AdMob.
  • Add MinGW compiler support for Windows. This simplifies the installer setup, because no Windows SDK is required.
  • Add support for Ubuntu 13.04.
  • Add Flurry plugin for BlackBerry 10.
  • Add full support for resizing applications to arbitrary sizes on desktop with the GameWindow::resizeable property. Add GameWindow::minimizeable and GameWindow::maximizeable properties for improved desktop publishing.
  • Add GameWindow::fullscreen property for fullscreen support on desktop, even changeable at runtime by pressing Ctrl + F.
  • Add translation.useSystemLanguage property to allow to always set the system language and overwrite the custom language setting.
  • Add hints about Custom Splash Screens for builds on build server.

API Changes:

  • Add asynchronous writing to Storage component to not block UI thread while writing. Synchronous Storage::setValue() and Storage::getValue() calls are still possible thanks to cache implementation.
  • Change keyboard shortcuts for changing resolution at runtime from keys 1-7 to Ctrl(Cmd) + 1-7.
  • Change clipping node implementation to use Stencil buffer. This allows nesting multiple clipping items.

Fixes:

v 1.4.0 (2013-07-31)

Highlights Blog Post: Update 1.4: BlackBerry 10, DownloadablePackages, Desktop Publishing and More

Additional Features:

  • BlackBerry 10 support: Add to deployment guide and publishing guide. Support all components except Video, Facebook, Flurry and Store plugins.
  • Add DownloadablePackage item to allow fetching resources from remote urls during runtime.
  • Add Publishing guides for Windows and Mac App Store.
  • New Qt Creator Wizards made from the demo games.
  • Add NativeUtils::vibrate() for vibration support on mobile devices.
  • Add full support to take screenshots on mobile devices and display them with Utils::captureScreenshot().
  • Add friend picker dialog to Facebook Plugin.
  • Add FileUtils contextProperty to load files from multiple directories. By default, the documents directory is looked for with FileUtils::getMultiPathUrl().
  • Add Body::gravityScale property. Customer request: https://v-play.net/developers/forums/t/zero-gravity-for-specific-entity/.
  • Set window title on desktop platforms from provided config.json instead of hard-coded "V-Play".
  • Add GameWindow::framesPerSecond property to perform runtime optimizations depending on the framerate. Customer request: https://v-play.net/developers/forums/t/v-play-roadmap/page/3/#post-5076.
  • Add platforms property for config.json to limit the builds performed on the V-Play Build Server.

API Changes:

  • Move file IO methods from System to FileUtils.

Fixes:

v 1.3.7 (2013-07-15)

Highlights Blog Post: Heavy Loading Time Improvements, New Synmod Showcase Game, Demo Game Overhaul

Additional Features:

  • Add Fixture::onPreSolve() and Fixture::onPostSolve() Box2d handlers to allow implementation of cloud platforms used in games like Doodle Jump.
  • Add Box2D components for autocompletion from import VPlay 2.0.
  • Add Facebook plugin property accessToken and update to latest Android SDK 3.0.2.
  • Add Utils::captureScreenshotFullscreen() and Utils::captureScreenshot() to take a screenshot and store it in the documents directory. Reading the image is only usable on Desktop platforms at the moment though!
  • Add declarativeView() method to VPlayApplication C++ class to be able to register custom items and declare custom context properties on desktop platforms.
  • Add NativeUtils::displaySleepEnabled property to allow display standby for certain apps.
  • Add label for remaining memory on iOS devices if GameWindow::displayFpsEnabled is enabled.

API Changes:

  • Greatly improve performance of image loading by 80% for SingleSpriteFromFile and SpriteSequenceFromFile.
  • Overhaul the sources of all V-Play demos and remove unused code and old comments.
  • Improve performance of image loading as it is not loaded twice for QML and cocos renderer any more when QML renderer is not active.
  • Add network plugin support to the prf file as it is required for reading the Mac address.

Fixes:

  • Make BuildEntityButton work in a Flickable and add check if position changed in release. Use Flickable::pressDelay for parent Flickable to allow flicking and dragging out entities. Use entityManager.entityContainer instead of scene in BuildEntityButton to remove dependency.
  • Fix keyboard bug with back button on Android: before the keyboard had still focus when back button was pressed and could not be opened again.
  • Pause sound effects when app goes in background, not only background music.
  • NativeUtils::clearCocosTextureCache() now also removes SpriteBatchNodes if they are not held by any existing items. Also fix memory issue for sprites of entities.
  • Set default system language for translated games on Android.
  • Allow storing to SQL database after Storage::onDestruction was called.
  • Fix MultiTouchArea::onSwipeUp and other signal emitting.

v 1.3.6 (2013-06-06)

Highlights Blog Post: Support for Multiple Languages and In-App Purchases

Additional Features:

API Changes:

Fixes:

v 1.3.5 (2013-05-21)

Additional Features:

v 1.3.4 (2013-05-14)

Additional Features:

API Changes:

Fixes:

  • Fix issue with wrong image path in ParticleEditor leading to texture list not being shown on mobile platforms.
  • Fix ItemEditor issue with changing the current editableType the old group was still displayed
  • Disabling new Particle item with settings.particlesEnabled for GameWindow::settings is now possible.

v 1.3.3 (2013-05-07)

Additional Features:

  • Add LevelEditor component to store, load, duplicate, remove and export levels so they can be bundled with the application. The new functionality is added to the LevelEditor example and Squaby demo as a reference.
  • Add ItemEditor and EditableComponent to change properties at runtime and save the settings into a JSON format usable by the level editor. The new functionality is added to the ItemEditor example.
  • Add Store plugin for in-app purchases on Android/iOS.
  • Support multiple languages and create tutorial How to make a multi language game with V-Play. Integrate multiple translations to ChickenOutbreak Demo.
  • Add new BalloonPop Demo game and accompanying tutorial.
  • Add tutorial How to create mobile games with multiple scenes and multiple levels and add project template based on it.
  • Add SpriteSequenceFromFile item that supports sprite animations read from sprite sheets with multi-resolution support. This update also increases the performance of previous SingleSpriteFromFile item and adds support to trimmed and rotated sprites in the sprite sheet for smaller texture sizes. It also supports different pixel formats.
  • Add Clipping item and support the clip property in the Flickable element.
  • Add TextInputVPlay item to use a text input field without opening a native input dialog with NativeUtils. Added test is in Examples/VPlayTests/basicTests/TextInputTest.qml.
  • Allow entity creation from entityType and optional variationType in EntityManager and add EntityManager::dynamicCreationEntityList property.
  • Add support for setting the width, height and scale for a MultiResolutionImage.
  • Add application state information of GameWindow with signals GameWindow::applicationPaused() and GameWindow::applicationResumed(). This allows saving the game state when the game is moved to background or put the player to a pause state when returning to the app.
  • Optional config flag for enabling iTunes file sharing.

API Changes:

  • The EntityBase::entityId of entities is now set to a better readable format entityType_variationType_entityCount instead of the verbose entity qml url before.
  • Breaking Change: the internals of BackgroundImage use a MultiResolutionImage instead of the Image element. This change requires 3 background images with -sd, -hd and -hd2 suffix to be available. If you do not want multi resolution support for the background image, you can use a normal Image element.

Fixes:

  • Fix Storage issue: at first application start the SQL database was not initialized correctly.
  • Fix certain cases where an active MouseArea can't ungrab the mouse.
  • Fix anchoring a Box2D Body leading to an assertion, when no width or height is set but just anchoring is used. Bug report available here: http://v-play.net/developers/forums/t/crash-when-using-one-wall-with-anchors/.
  • Support change of color for Text items.
  • When resizing Text elements, the characters were displayed incorrectly with cocos renderer.
  • The Particle::positionType Free now also works if the Particle element is rotated, not only when its parent is rotated.
  • Fix Squaby bugs and cleanup code.

v 1.3.0 (2013-03-07)

Additional Features:

  • Simple demo game from the SimpleNinjaGame tutorial from Ray Wenderlich's website.
  • Particle Editor Demo: Allow saving and loading of files. Add many more particle effects to the existing particles. Add support to Particle element to load a particle effect from a json file.
  • File reading and writing with System::readFile() and System::writeFile().
  • Swipe gesture detection for MultiTouchArea.
  • NativeUtils::clearCocosTextureCache() for removing unused but cached textures from cocos renderer.
  • Simpler project configuration by defining CONFIG += v-play in the pro file.
  • Add widescreen support to ParallaxScrollingBackground by duplicating the images 4 times in total next to each other.
  • Add Utils component that provides often-needed functionality like creating a random value in a given range.

Fixes:

  • Font rendering of cocos renderer on all platforms with support for Text wrapping.
  • Support for umlauts and other special chars (UTF-8) for Text element.
  • Correct Y position calculation of Flickable element.
  • Physics Collider removal issue when an entity was pooled and then reused: the old position applied for the physics colliders leading to an instant remove again.
  • EntityManager issue caused by deferred deletion with auto-generated ids: entities did not get deleted if created with the same id in the same tick.
  • Transparency issue for images without alpha channel in cocos renderer.
  • Add Storage element to the available components and add Storage::databaseName property to it.
  • Improve documentation of Getting Started guides, Documentation Overview and Demo Game Overview by explaining complexity level of demo games.

v 1.2.0 (2013-01-21)

Additional Features:

  • Video item for iOS and Android.
  • Particle Editor Demo for runtime changing of particle properties, also on mobile devices.
  • Particle component.
  • Publishing V-Play Games & Apps guide.
  • Add properties System::logOutputEnabled and System::publishBuild which can be used in QML to use different app ids e.g. for Flurry or Facebook. Logging is enabled by default for test builds, and always disabled for publish builds.
  • Documentation for MultiTouchArea.
  • Z property of sprites can now be changed at runtime with cocos renderer as well. Note that z-ordering only works for sprites in the same sprite sheet.
  • Documentation for GameWindow::loadItemWithCocos().
  • Support arbitrary amount of item hierarchy depth. The limit was 16 before, caused by the OpenGL maximum stack size. There is no limit any more now.
  • Keyboard handling of cocos renderer on Mac: Correctly handle all normal characters from A-Z and special keys like backspace, shift, cmd or direction keys.

API Changes:

  • The transformOrigin of EntityBase is changed to Item.TopLeft from the default value Item.TopCenter, because children of items will always use TopLeft as their default (see the examples and demos).
  • Additional parameter for NativeUtils::displayTextInput(): a placeholder parameter which gets overwritten when the user starts typing and a text property for pre-filled text the user can modify. In previous version, only the placeholder text was possible.

Fixes:

  • Native text input dialog bug on iOS.
  • Font loading on Android for some fonts.

v 1.1.0 (2012-12-31)

Additional Features:

  • Accelerometer support for iOS, Android, Symbian and MeeGo.
  • Keyboard handling of cocos renderer on Linux: Correctly handle all normal characters from A-Z and special keys like backspace, shift, ctrl or direction keys.
  • Z property of Items can now be changed at runtime with cocos renderer as well.
  • Add MovementAnimation::onLimitReached signal handler to check borders with better performance from C++.
  • Add sdk property to Deploying V-Play Games & Apps documentation.
  • Add 2 more orientation options to auto-rotate the display by 180 degrees on iOS & Android: sensorPortrait and sensorLandscape to Deploying V-Play Games & Apps documentation.

API Changes:

  • Breaking Change: Rename PhysicsWorld updatesPerSecondForPhyiscs property to correct name PhysicsWorld::updatesPerSecondForPhysics. All demos, examples and documentation got applied this change - if any of your existing projects are using the old updatesPerSecondForPhyiscs property please rename it.
  • Internal scheduling of physics and MovementAnimation, which leads to much smoother movement and position updating of items using these components across all platforms. The improvement is mostly visible at these demos: VPong and Chicken Outbreak. Physics calculation also changed to a deterministic time step, so all platforms have an equal physics speed independent of their CPU.

Fixes:

v 1.0.0 (2012-12-12)

Additional Features:

  • Documentation for Joints and functional list brief information about components.
  • Plugin support for Flurry and Facebook. Also add GameCenter doc to functional list of components.
  • RopeJoint and WeldJoint support, update Box2D to latest source code version 2.2.2.
  • ParallaxItem and ParallaxScrollingBackground items with documentation and examples.
  • New step-by-step tutorial how to make a game like pong.

v 0.9.5 (2012-10-24)

Additional Features:

  • Add Support for Symbian and MeeGo for accelerated cocos renderer and advanced audio support on these platforms.
  • Add generic plugin support working on all platforms, which are not supported by the plugin initially.
  • Dynamically load Squaby scenes to speed up application start-up time.
  • Add openUrl method in NativeUtils.
  • Add logging support in release builds.
  • Add PolygonCollider.

API Changes:

  • Multimedia API: Remove playIfEnabled(), use play() instead. BackgroundMusic notifies on source changes.
  • NativeUtils API for message and input dialog.

Fixes:

  • Fix linux linking of 32-bit libraries on 64-bit systems and wrong projectinclude files for debug builds of linux, Symbian and MeeGo.
  • Check for maximum texture size when calculating allowed scalingSuffixes in GameWindow, which would otherwise lead to a crash if textures are too big. Add additional parameter "requiredTextureSize" for a contentScalingFileSuffixes.
  • Fix message and input dialog on Android.
  • Close app when calling Qt.quit() in QML.

Limitations:

  • Fonts in CocosRenderer are always black on Mac OS X.

v 0.9.4 (2012-09-05)

Additional Features:

  • Add Linux support.
  • Add support for pooling to EntityManager.
  • Text elements can now be aligned horizontally (left, right, center).
  • Add key-value-based web storage on a server hosted by V-Play with the same API as local storage for easy switching.
  • Add support for entity pooling.
  • Add advanced serialization features of entities for level saving.
  • Add functionality to GamInfo to pause and resume all animations and timers for an object with Gam.pauseGameForObject() and Gam.resumeGameForObject().
  • Add back and menu button for Android and integrate to Squaby and ChickenOutbreak examples.
  • Add key event handling from Cocos renderer for Windows platform.
  • Add mirrorX and mirrorY support for Sprite.
  • Add TechDemo example for performance measurement.

API Changes:

  • Change API of GameWindow by merging the 2 confusing properties settings and userSettings to a single settings and improve their doc with example usages.

Fixes:

  • Fix multiresolution support on iOS&Android and improve performance by setting the correct scale factor when loaded at runtime.
  • Improve performance of SingleSpriteFromFile, by caching the result of the json file instead of reloading it for every batch node.
  • Greatly improve performance of rotating particles in entities, healthbars and size-changing of Healthbars when modifying the alive percentage.
  • Improve performance of MovementAnimation.

Limitations:

  • Fonts in CocosRenderer are always black on Mac OS X.
  • MeeGo currently only supports landscape screen orientation.
  • Particles are currently not visible in QML renderer (Symbian, MeeGo).
  • Custom fonts don't load properly sometimes on Symbian.

v 0.9.3 (2012-08-01)

Additional Features:

  • Add documentation for all components & properties.
  • Add Chicken Breakout demo (side-scrolling game).
  • Add libraries for MeeGo and Symbian (Windows only) for local builds.
  • Add app icon for Build Server builds

Fixes:

  • Change and simplify API of all components
  • Fix particle system bugs

Limitations:

  • Fonts in CocosRenderer are always black on Mac OS X.
  • MeeGo currently only supports landscape screen orientation.
  • Particles are currently not visible in QML renderer (Symbian, MeeGo).
  • Custom fonts don't load properly sometimes on Symbian.
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