New this build: support for universal Windows Store apps (covering both Windows 8.1+ and Windows Phone 8.1+), and auto-joining rooms with the Multiplayer object! You can now also use the Multiplayer object in the Free edition in preview mode, but cannot export projects using Multiplayer features. This allows trying out the multiplayer features without a license. You can still test with a friend over the Internet by getting them to install C2 and sending your .capx for them to preview as well. However the Free edition cannot export projects using the Multiplayer object.
Please note work for memory management in Ejecta is still in the works - we haven't forgotten about it, but it's not supported yet.
Universal Windows Store apps
Announced just last week along with Windows Phone 8.1, universal Windows Store apps allow you to have a single app which you can submit to both the Windows Store for desktops/tablets and the Windows Phone store, for Windows 8.1+ and Windows Phone 8.1+. This requires Visual Studio 2013 with Update 2 also installed.
Windows Phone 8.1 is also a great update for HTML5 games. Previously Windows Phone 8.0 was difficult to work with: it was an ordinary C# app with a web view control embedded that ran the actual game, and the web view had many features missing (including crucial things like polyphonic audio playback). Windows Phone 8.1 now uses the same model as Windows 8: it's a true HTML5 app, and has compatibility with Windows 8.1 - including polyphonic audio and AAC (.m4a) audio support, WebGL support, and support for Windows 8 in-app purchases! Currently you can only test your Windows Phone 8.1 games in Visual Studio's emulator, but it should be a good way to get ready before the update goes out.
We've also decided to merge the 'Windows 8' and 'Windows Phone 8' export options in to a single 'Windows Store' export option. This still allows you to choose the old Windows 8.0, Windows 8.1 or Windows Phone 8.0 export options if you need them, but we strongly recommend using the new universal option if you're targeting either Windows 8.1 or Windows Phone.
Note a quirk with the universal app exporter: for some reason, the package.appxmanifest file for Windows Phone doesn't update when you create a test certificate for the Windows package.appxmanifest file. This will throw up an error when you try to test the Windows Phone build. The workaround is to edit both package.appxmanifest files and copy across the 'Publisher' attribute from the 'Identity' tag. We're not sure if this can be worked around, but it shouldn't be a serious hold-up.
When designing multiplayer games, often there's a limit to the number of people you want in each room. For example a multiplayer pong game might only work with 2 people per game, and you don't want any more peers to join after that. Previously this was tricky to manage if you wanted to organise lots of players in to separate games.
"Auto-join room" is similar to "join room", but once a room is full it tries another room. For example auto-joining "myroom" with 2 max peers will put the first two joining players in to "myroom", the next two joining players in to "myroom2", the next two in to "myroom3", and so on. In other words, players get automatically assigned in to separate games with the correct number of players.
You can also optionally "lock" a room once it becomes full with this method. A locked room cannot be joined. Suppose you have players auto-joining rooms with 4 peers, and both "myroom" and "myroom2" are full. If a player quits "myroom", it now only has 3 peers. If the room is unlocked, the next auto-joining player will join "myroom" again to top it up back to 4 peers. However if you choose to lock rooms when they become full, in this case the next auto-joining player will be sent to start "myroom3" instead of joining "myroom", since "myroom" was locked when it first became full. This might be more suitable for games which don't want to accept late-joiners after the game has begun. Once the host leaves "myroom", the room is reset and the next auto-joining player can join it again.