This upcoming release will pack quite a punch, with new components (AutoComplete, SpinnerList, StackScreenNavigator, and WebView), new transitions (ColorFade, Cover, Cube, Fade, Flip, Reveal, and Slide), along with the usual batch of bug fixes and new minor features. 2.1 will be the first version to include offline help files, and I’ve added some unit tests to the build process to help keep things stable going forward.
Feathers 2.1 BETA also includes many other new features and bug fixes. For complete details, please take a look at the release notes.
This build of Feathers has the following requirements:
- Adobe AIR 16.0 or newer for mobile apps
- Adobe AIR 3.5 or newer for desktop apps
- Adobe Flash Player 11.5 or newer for web browser apps
- Starling Framework 1.6
This is a beta release. It may be unstable in places. There are some known bugs. However, because this release fixes many bugs in 2.0.x, it will also be more stable at times. You will need to evaluate for yourself if it is worth updating now or waiting until the beta period is over.
I look forward to receiving feedback from a wider audience. Thank you for developing with Feathers!
Feathers 2.1 BETA http://t.co/beBELe7fYO— Feathers (@feathersui)January 19, 2015
New Minko ShaderLab preview.
The ShaderLab is a web application providing a visual programming environment to create, test and share hardware accelerated rendering effects or “shaders”. It benefits from Minko’s optimized JIT compiler to create high speed and lightweight shaders.
Other ShaderLab features:
Graviton 2 is a little puzzle game by Namide (Damien Doussaud).
It derives from Graviton: a prototype created during a Ludum Dare (with a very different gameplay).
Graviton 2 is realized with OpenFL, originally to build smartphones versions; The power of Haxe language helped to code a powerfull C++ engine to generate precalculated levels.
A procedural algorithm created random levels and an artificial intelligence resolved them and attributed a difficulty score.
C++ helped to generate more than 13,000 levels for this game. They are saved in a file used by the Flash version.
The openfl version of Away3d is used for the graphic render.
This game can be build in: Flash, HTML5 (WebGL), Neko, C++…