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Louis-Philippe, the creator and editor of the Spanish developers blog, recently interviewed Zipline CEO Todd Hooper about the past, present and future of Moai. You can read the interview online at:

For Moai Cloud, we recently added new functionality to our sandbox and have exposed most of the gridfs file object and all of the gridfs chunk object. With these additions you can now read chunks of large gridfs files into your lua handler without worring about running out of memory.

Git is immensely powerful, versatile, and (for an open source project like Moai) inevitable, but every now and then the wheels come off the wagon and using Git feels something like this:

With a new Moai SDK release around the corner, we are moving internally to a continuous development model. Here's what to keep in mind:

  • The moai-beta repository on Github is going away. We're not going to push to it any more and will eventually put a bullet in it. If you've forked this repository, you should switch to moai-dev.
  • We will be merging our features into moai-dev/master as we work. Whenever we check in to moai-dev/master our build server kicks off. It builds everything, including the binary SDK. If the build succeeds, three things will happen automatically: the 'latest' version of the binary SDK on the download page will be updated, the 'latest' docs ( will be updated and the moai-dev/master branch will be tagged.
  • The 'latest' SDK and the build-tagged commit on modei-dev/master may not be stable. The only thing we will know is that they built (and have passed any unit tests we've set up).  We have an automated testing framework in place and will be relying on that to reduce regressions, etc.
  • From time to time we will promote the contents of moai-dev/master into an official release. Our process for deciding if a release is ready is basically to build our own games with the candidate and see how they perform. When we promote the candidate, the binary SDK is simply copied and renamed, the official docs are updated and moai-dev/master is tagged with the release.
  • If you want to send us a pull request, the place to do it is moai-dev/master. We will try to be more responsive to these than we have in the past.

As always, feedback is welcome. And thanks for all your patience and support! It's a long road to process maturity but we feel like this is a huge step in the right direction for Moai.


ReadWriteWeb published an infographic today on HTML5 Hype vs. Reality in gaming.  The infographic looks at endorsements, performance characteristics, and top 10 title lists for Facebook, iOS and Android games.  Since Zipline Games did the leg work that went into that infographic, we thought we publish the full resolution version here.

html5 in gaming infographic preview

Click this image to see the full, 2-page-tall infographic.

YMobe Ltd. led by Moai community member ugo.landini has created a new high level framework for Moai games called RapaNui.

RapaNui (which was also the name of the indigenous people of Easter Island) gives game developers an open-source, ready-to-use, high-level framework for writing games with far fewer lines of code.

YMobe put together a very exciting 2 minute video of the RapaNui sample games and the code behind them, which we’ve re-embedded here because it’s just so good.


Moai Developers: hopefully you’ve all noticed that over the last several weeks the forums have been more active than ever and the Moai platform updates are coming out even more frequently than before.  There are pretty simple reasons behind this: more and more developers are starting new game projects with Moai and we’ve expanded our platform team to keep up with the demand.

Notable stats:

  • There are now over 3000 Moai developers, and hundreds more are signing up each week
  • Developers are actively working on new titles with Moai at several of the biggest and most well known game companies on Earth
  • We’ve released 4 updates to Moai in the last 5 weeks, and we’re looking forward to announcing the end of our Beta period fairly soon

Please keep asking questions, sending us your feedback, asking for the features you’d like to see and contributing to the Moai development community.  You are a big part of what makes Moai great.

Oh, and stay tuned for news about Zipline’s first in-house game release.

They are on fire, having pulled off iOS and Android (Kindle) releases less than two weeks apart.

Wow, congrats again to Go Go Kiddo for their release on the Amazon App Store and Kindle Fire!  They are on fire, having pulled off iOS and Android (Kindle) releases less than two weeks apart.  Please join us in wishing them a ton of success this holiday season!

If you want to download for iPhone or iPad, this is the link you need.

Go Go Kiddo is out for iOS and is the first educational title based on Moai.  One of the big reasons the Go Go Kiddo team chose Moai, was to add Flash video support in to mix and match their preset content with interactive elements.  Since Moai is open source, this was straightforward for them to do.

GoGoKiddo screen

Branded as “Vitamin Fortified Fun,” Go Go Kiddo is packed with interesting games, great cartoon video content, a giant island to explore and quite a lot of learning along the way.  A very polished, content-rich game that my own 3-year-old son can’t put down.

Kudos to the Go Go Kiddo team!  We hope to have an dev team interview posted before too long.


Join the forum discussion on this post

This release includes a slew of updates and fixes and exposes Google In-App Billing support for Android and basic Twitter support for iPhone.


A new moai-beta and binary release of the Moai SDK is now available. This release includes a slew of updates and fixes and exposes Google In-App Billing support for Android and basic Twitter support for iPhone. As usual, details below the fold and see the git log for detailed release notes.

- MOAITextBox – exposed set line spacing
- MOAILayer2D – added user configurable sort
- MOAITexture – CPU based mipmap generation (previously using OpenGL’s)
- MOAITexture – changed default wrap mode to GL_CLAMP_TO_EDGE
- MOAIImage – fixed USColor alpha-only color conversion bug
- USMemStream – fixed crash bug (crash when writing 0 bytes)
- MOAIGfxDevice – moved setClearColor, setClearDepth from MOAISim
- MOAIGfxDevice – can set MOAIColor as clear color
- MOAIColor – added additive color inheritance attribute
- MOAIPartitionCell – gather props for point now checks local bounds as well as global
- MOAIXmlParser – fixed crash on file open
- MOAIWebView – improved alignment
- MOAISim – added ‘long delay’ flag and threshold for automatically handling long loads; etc.
- untz – lowered streaming buffer size for better memory performance
- untz – improved memory use; release temporary buffers used during audio decoding
- Basic Twitter API support exposed (iPhone)
- Google In-App Billing support exposed (Android) – see samples/android/app-billing

Developer Andreas Löw's TexturePacker is a tool for automatically combining image files into sprite sheets and generating reference files that detail where each image is on the sheet, for easy integration into your game projects. The latest version of TexturePacker supports the creation of .lua files for use with the Moai platform.

The first browser platform for Moai is here. Moai SDK now includes support for Google Chrome via the Native Client SDK. We've been having a good bit of fun these last two weeks posting test releases of Moai games to the Chrome Web Store and playing them in the browser. The games run fast and smooth - Native Client is a terrific option for developers looking to broaden the distribution of their titles without making gameplay compromises.

We're happy to announce that version 0.5 of the Moai SDK is out now. This version integrates Open GL ES 2.0 with the full programmable rendering pipeline as well and supports virtual file systems through PhysFS. Now you can come up with your own unique graphics effects for OpenGL on all devices that support it. Plus, you can include game data in your build package (even archived in zip files) and then reference it via the same mechanism on all platforms without needing to do special maneuvers around copying data to removable storage for Android devices.

Developing for games that run on multiple platforms and devices means handling differences in screen resolutions and aspect ratios. Here are some popular mobile devices and their resolutions.