Turbulenz SDK 0.22.0 is an update for both the Turbulenz Engine Installer and SDK components.
Turbulenz payments for local and the Hub is now supported (not yet supported for the Gamesite). To use the Turbulenz payments see the documentation for the StoreManager object. Please note that the Gamesite does not yet support payments. Any games published to the Gamesite should not use the StoreManager object.
The leaderboards.yaml now takes an optional set of default scores for the leaderboards.
Physics2D comes with 3 new samples: Physics2D, Physics2D-Constraints and Physics2D-Callbacks demonstrating the main features of Physics2D and co-operation with Draw2D library.
Badges now allow you to specify an optional predescription, which if specified is used as the description until the badge is unlocked. See Defining your game’s badges.
Added DebuggingTools which allows data breakpoints to be set on object properties and array indices.
Transient IndexBuffers are now supported: this kind of IndexBuffer is optimized for dynamic single use geometries.
- The only change required to use them is to set as true the parameter transient when creating the IndexBuffer.
The behaviour of the createSession function is different to the behaviour of the old createMultiplayerSession function and will now always create a new multiplayer session. If you want the old behaviour please use joinOrCreateSession.
getJoinRequestQueue replaces the previous methods for responding to multiplayer join requests originating from the game site.
The DyanmicUI and BridgeServicesSimulator allow you to easily build powerful dynamic user interfaces and preview your integration into the games site while developing games on the local server or the Hub. A version of these tools is included in the MultiWorm sample provided with the SDK. To try them out in your own project simply copy across the contents of the js folder into your own project, add the file duimanager.js to your scripts directory, add duimanager.css to your css folder and add the following lines to the header of your html template:
The engine loader will now respect the engine version specified for your game. This can be done in the Manage tab for the game in the local development server or directly in the game’s manifest file by adding the line (for instance with the current engine version):
For the game to be publishable, this engine version must be a three-part string (of the form X.Y.Z).