Good news on Monday: Today we are finally releasing Felgo version 1.2.0 for users on our Free Plan. This version ships with the Video item, a new Particle system, z property changes during runtime and many more features. For a detailed list of changes and how to update to the latest version have a look at our Update Guide. We …
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Version 1.2.0 for Free Users
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Daily Builds for Pro Subscribers
Today we’re rolling out a new major feature exclusively for our valued Pro Subscribers: Access to Felgo Daily Builds! So what are daily builds and why exactly should you care about? Although we have a complete and accurate testing procedure for Felgo releases, every now and then it’s the case that users find bugs or suggest minor improvements that we …
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Welcome to our new Website
As you probably already have noticed we launched our new website on February 11th. Beside the great design we added some new features, which I want to shortly summarize in this blog post. New Design Heart of the new website is the completely reworked and unique design by the very talented artist Tobias Klika. From now on our website does …
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Publish your Felgo Game: Part 2
In our previous post we explained the differences between a test build and a publish build and also showed you how to publish your game in Google Play Store. In this part of our publishing tutorial series we cover publishing your shiny game in Apple’s iOS App Store. Note: In order to build games for publishing and unlimited test builds …
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Publish your Felgo Game: Part 1
Some of you already upgraded to our Pro License, ready to publish a great game created with Felgo! This blog post will guide you step-by-step on how you can provide your games to millions of mobile gamers out there. This tutorial is split into multiple parts. Part 1 covers how you can build your final game for Android with the …
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SDK Update: Accelerometer Support and Performance Improvements
We hope you enjoyed Christmas and had some time to relax. We have been working on Felgo improvements we now want to share with you: Due to a lot of requests of our customers we added Accelerometer support for all mobile platforms including iOS, Android, Symbian and MeeGo to Felgo. Thanks to the TwoAxisController concept, you can let your players …
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Supporting iPhone 5
Back in 2008 when the iPhone 3G came along with the first iOS SDK (former known as iPhone SDK) iOS layout development was a straight-forward process. In comparison to Android iOS only supported one screen resolution (320×480) so you did not need to handle dynamic layout adaptions for different screens and layouts in code were therefore often made in absolute …
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GDC Europe / gamescom Roundup
After a great stay in Cologne we are finally back in Vienna, therefore it’s time to wrap up the last couple of days. The Game Developers Conference kicked off on Monday at 10. We had some meetings and therefore weren’t able to attend all of the sessions. Luckily we could listen to Riccardo Zacconi from King.com. King.com developed the popular game Bubble …
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Felgo at GDC and gamescom
Next week is a big week for game developers around Europe. We are really excited to be able to attend two great events the coming week, we are at GDC Europe and gamescom! We prepared some tech demos and another great show case game, titled Squaby, which you might already know from our demos in our beta SDK. Squaby is …
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Chicken Outbreak, Plugins and more
Today we pushed some updates to our beta SDK that we shortly want to share with you (Important: Please have a look at our update guide as we’ve changed the URL to the SDK to get the latest version!). As you might have noticed on Twitter we added another demo game, called “Chicken Outbreak”, to the SDK. Chicken Outbreak is a side-scrolling …
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