PLAYHACK with PlayJam starts on Monday

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On Monday 1st of February we commence our biggest PLAYHACK yet. PLAYHACK with PlayJam is a 6 week game jam with thousands of pounds up for grabs for the best game developed using the theme and 3D assets that we provide.

How does it work?

– Fork the PLAYHACK project into your account
– Build your game using your newly forked project.
– Use the 3D assets we supply and pay attention to the theme.
– Post to your devlog about your game throughout the competition.
– The competition ends on the 11th of March. Make sure you’ve published your game by then!
– PlayJam and PlayCanvas will pick the best of the best.
– Winners will get cash prizes and the chance to be published on the PlayJam Network.

Prizes

1st Prize – £2000
2nd Prize – £1000
3rd Prize – £500

Clue

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Here’s a little teaser… think you can guess?

Terms and Conditions

These Terms defined below apply to the PLAYHACK February 2016 Competition.

  • By entering the Competition, entrants agree to be bound by the Terms. In addition, all entrants are required to comply with the Organizers Terms of Use.
  • Organizers reserve the right to cancel or amend Competitions or the Terms at its sole discretion.
  • In the event of any dispute regarding the Terms, conduct, results and all other matters relating to a Competition, the decision of the Organizers shall be final and no correspondence or discussion shall be entered into.
  • The Organizers reserve the right to disqualify any entrant if it has reasonable grounds to believe the entrant is not eligible or has otherwise breached any of the Terms.
  • The Organizers do not guarantee to use any entry. The Organizers may also, in appropriate circumstances, and at its sole discretion, reject, edit, remove or disable access to entries that it considers may be legally or otherwise problematic.
  • By entering the Competition entrants are also confirming that they own the rights to or have permission for all work submitted and any violation of this disqualifies them from the competition.
  • By entering the Competition entrants give the Organizers permission to use your game and details for any marketing purposes.
  • The competition Start Date is February 1st, 2016.
  • The competition Closing Date is March 11st, 2016.
  • All Entries must be created using PlayCanvas and final games must be published and hosted on the PlayCanvas site.
  • Judging will consist of playing the published primary app in the submitted project.
  • The following prizes will be awarded based on the set criteria for the competition: 1st Prize: £2000, 2nd Prize: £1000, 3rd Prize: £500.
  • If the entry was made by a team, the person who owns the account used for submission is eligible for the prize.
  • Employees of the Organizers are not eligible to enter the competition.
  • All entrants under the age of 18 must have their parents’ permission before any prizes are awarded.
  • There is no limit to the number of entries that an entrant can submit.
  • Each game can only be entered once.
  • In order to participate in the competition entries must:
    • Be created using the online PlayCanvas platform and game engine.
    • Be a fork of the original PLAYHACK February project.
    • Include and use at least one the supplied model assets in the game.
    • Have a published primary app.
  • Winners will be notified by Organizers on or before Friday, March 18th, 2016.
  • Competition winners will be announced via the PlayCanvas & PlayJam websites.

PLAYHACK with PlayJam

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Did you see our teaser last week? PLAYHACK is back! Our game jam returns in partnership with game publisher PlayJam.

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Thanks to PlayJam we’ve got some great prizes for the best entries.

1st Prize – £2000
2nd Prize – £1000
3rd Prize – £500

Incredible! On top of the healthy bundle of cash, PlayJam are also offering the opportunity to be published on their upcoming mobile games platform. (Not up to speed with our old world currency? £2000 is over US$2800!)

PLAYHACK will kick-off on the 1st of February and run for 6 weeks and they’ll be more details coming up. On the 1st, we’ll announce a theme and give you access to a set of 3D models to base your game on. So warm up your coding fingers and get yourself familiar with all the new PlayCanvas goodies. Here’s a hint, think mobile.

GET PRACTISING AT PLAYCANVAS

If you’re excited about the PLAYHACK game jam, come over to the forum to let us know your ideas.

New and Improved Sound Component

It’s been a long running issue that our Audio Source component wasn’t quite feature-complete enough to do some of the more advanced features of an audio heavy game or interactive experience. Today, we’re blowing those issues out of the water with a sonic boom!

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Sound Component

We’re just rolled out a brand new component into both the engine and the editor. The Sound Component takes on all the capabilities of the Audio Source Component (which is now deprecated) and layers on more features than violins in an orchestra.

Here are the old things we’re still doing:

  • Web Audio API support with fallback to Audio Element
  • 3D positional sound
  • volume and pitch controls

And lets just list out all the cool new things:

  • Multiple sound slots per component
  • Individual settings for volume, pitch, autoplay, loop and overlap
  • Play the same sound overlapping (great for spot effects)
  • Fire-and-forget sounds (keeps playing after Entity is deleted)
  • Audio Events fired for looping, loading, stopping, pausing, etc
  • Access to full Web Audio API nodes (add your own effects)
  • Sound atlas support (play from any point to another point)
  • Start playing from any point in audio
  • Set current time, seek with in sound
  • Lovely new javascript API

These features open up a whole bunch of doors with what you can do with audio in your games and applications. For example, overlapping sounds means you only need a single sound component to do rapid fire gun shots. Fire-and-forget sounds mean you can play and explosion sound and delete the entity without worrying about the sound stopping. Access the Web Audio nodes means you can add effects like reverb and more to your sound. Seeking within sounds makes music games possible. And in general your audio code will now be cleaner, simpler and shorter.

Documentation & Tutorials

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To help you get up to speed with all the new features, we’ve update the documentation and the reference api.

But we’ve also created a few tutorials to show you how it all works.

Basic Audio

This tutorial covers how to setup a component and managing the audio settings on different slots. Like the looping and overlap properties.

Audio Effects

This tutorial shows you how to add audio effects by manipulating the Web Audio API nodes

Audio Visualizer

This tutorial shows you how to build a music visualizer using a sound component and an Analyser node.

Go forth and make some noise!

PLAYHACK with Playjam

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Big news coming in February. Our monthly Game Jam PLAYHACK is back. This time we’ve partnered with games publisher Playjam to offer rewards for the best games you create.

Playjam are offering big cash prizes for the winners of the new PLAYHACK, plus the opportunity to be published and feature in their upcoming mobile platform for HTML5 games.

PLAYHACK will kick-off on the 1st February and run for 6 weeks. So warm up your coding fingers and get yourself familiar with all the new PlayCanvas goodies. Here’s a hint, mobile games are popular these days…

More info soon, it’s going to be a big one!

GO WARM UP WITH PLAYCANVAS

Feature Update: Import Pipeline Improvements

Today’s new features are part of our on-going process of making your PlayCanvas experience easier and easier. And despite the title, we’ve released some awesome changes today.

Asset Import Pipeline

Asset tasks

We’ve introduced a lot more control over the way that assets are imported into PlayCanvas. You will discover these options in the Asset Tasks panel and the Asset Task Settings.

You can read all about new asset pipeline features in our developer documentation. But here are the key facts.

Auto-run

You can now choose whether to run the pipeline automatically when you import an asset. This gives you more control over the options you apply to each individual asset.

Non-power of two textures

You can now disable the conversion of textures to the nearest power of two. If you’re using images in HTML or in your user interface. This can be very useful.

Overwriting behaviour

When you start iterating on models you often want to upload a new FBX file, but only update some parts. For example, you will often have created your own materials and don’t need to original materials from the FBX file. You can now choose which parts of a model file you wish to import, model, animations, materials or textures.

In other news:

Project Settings

You can now access your project settings directly in the Editor. Click the settings cog to see the update settings panel.

Script Uploading

You can now upload scripts from your computer into the asset panel.

Model meta data

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When you upload a model, we now show you properties like the number of vertices and mesh instances in the asset properties.

Asset References

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If you right-click an asset in the asset panel. There is references option which will tell you everywhere in the scene where that asset is currently used.

Don’t be put off by the dry sounding tech-talk these are great new features which will make you more productive. Get into the Editor and give them a try.

PlayCanvas Feature Update – November 2015

It’s Friday, which means feature update time. Here’s a list of the latest features we’ve released for you.

Asset Folders

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In case you missed it. We’ve made huge improvements to asset management in the Editor. Folders and tags mean you can organize your assets nicely both in the editor and at runtime.

Performance Profiler

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With mobile forming such a large part of the web these days, performance is more critical than ever before. That’s why we’ve released an awesome profiling tool to help quickly get to the bottom of performance problems and get your app running fast.

Model Asset Metadata

Model Metadata

More information is available about your model data in the Editor including number of vertices, triangles and more.

Curve Editor Improvements

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The Curve Editor now has zoom (use the mouse wheel), scroll (use the right mouse button) and copy and paste to help you create awesome particle effects. Did you know you can also use the curve editor in your script attributes? Well, now you do.

New Developer Site

We’ve given our developer site some well needed love and attention. A new look, better API reference, better search and new tutorials. Plus it’s now being translated into Japanese and Russian.

Loads More

So many other features to make your life easier:

  • `vec2`, `vec3`, `vec4` script attributes
  • SCREEN blending mode
  • MULTIPLICATIVE2x blending mode
  • New specular occlusion mode
  • more, more, more

Try out the new features for yourself:

OPEN THE PLAYCANVAS EDITOR NOW

Better Asset Management

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Forget about Twitter changing stars to hearts. PlayCanvas introduces Asset Folders!

It’s been a long time coming, but today we’ve revolutionized the way you organize your PlayCanvas assets. Folders, sub-folders, and folders within other folders are all supported right now in the PlayCanvas Editor. We’ve also updated all the icons to make everything clear crisp and beautiful.

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Some special notes because nothing is quite that simple:

Source assets are now always visible in your asset panel. This means you might see some extra files that you didn’t realize you had. Source assets are files that are in a format that you can’t use at runtime in your game. You’ll see these for some textures and for 3D model and animation formats, they look like asset icons with a dashed border around them.

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Source asset visible in the editor

Scripts are still a little bit special and we’ve put them in their own Scripts folder which you can’t put other assets in or modify at the moment. We’re working on some exciting changes to the way scripting is handled.

Folders are just a organization tool in the Editor, so don’t try and use them in your game scripts. Stick to script attributes and asset tags for finding your assets in scripts.

PlayCanvas Feature Update

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Entity Materials

Have you ever been bothered by changes to your materials affecting all Entities with that model? You no longer need to worry. With the new Entity Materials feature you can customize which materials are applied on a per Entity basis.

Simply drag a material onto your model to create new Entity material. Or manage it from the model component interface.

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Shader Assets

We now let you upload and create GLSL shader code as an asset in your project. Simply drop a .glsl file into the scene. Or create a new file from scratch in the asset panel.

Also, if you’re smart, you can use the asset.on(“change”) event to automatically update your materials when ever the shader changes.

Live editing of material shaders anyone?
These are just two of the new features we’ve added over the past few months. If you haven’t visited PlayCanvas in a while. Now is the perfect time to get back to building.

TRY PLAYCANVAS NOW