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With a beta launch of its first game “Domino Adventures” (a casual mobile game in the connect tiles space, with an RPG twist) just months away, Harmony also needed a solution that could be implemented quickly. Their first game, Domino Adventures, is set for global release in 2025, with a beta launch targeted for Q3 2024.
We had a beta 2 build ten days ago , and a number of issues have since been found and fixed, so it's time for Godot 3.4 If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 2 and beta 3. Core: Improve the console error logging appearance: ( GH-49577 ).
beta 2 , even though we never had a formal beta 1 announcement on this blog. beta 1 is available for download for comparison purposes, but since it had a major regression on C# support on Windows , I skipped its blog post. and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ).
This beta 6 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 5 and beta 6. Core: Improve the console error logging appearance: ( GH-49577 ). The upcoming Godot 3.4
This beta 4 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 3 and beta 4. Core: Improve the console error logging appearance: ( GH-49577 ). beta 3 and beta 4.
This beta 5 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 4 and beta 5 ( part 1 , part 2 ). Core: Improve the console error logging appearance: ( GH-49577 ).
Many thanks to all the contributors who worked on it, including all testers who tried beta and RC releases to ensure that the 3.4-stable Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). was released a month ago, and it went fairly smoothly!
Many thanks to all the contributors who worked on it, including all testers who tried beta and RC releases to ensure that the 3.4-stable Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). was released a month ago, and it went fairly smoothly!
Odds and Ends Gotta check every little thing, like the tiles-ASCII toggling animation, does that work? For the tileset animation I think it was as simple as having needed to set it to match whatever tile size the map is currently using, rather than always using the standard size. How about the map export function?
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). If you already reviewed the changelog for beta 6, you can skip right to the differences between beta 6 and RC 1.
. “Semi-modal” 45-Row UI Layout Although players are free to continue using the full 60-row layout originally designed for Cogmind, anyone who does not mind sacrificing some convenience in exchange for greater cell size can use 33% larger tiles and text by switching to a 45-row layout. How do we reclaim our missing map height?
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