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has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release.
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! What's new.
Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! This beta includes a few big changes which may interest a lot of users: SkeletonModificationStack3D has been removed, with the 3D inverse kinematic API being more or less reset to the state of Godot 3.x. With the first Godot 4.0
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release.
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! What’s new.
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Additionally, beta 4 adds support for MP3 loading and playback !
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. TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ).
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.
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. TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). Highlights.
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 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. TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). Highlights.
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 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ).
Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 beta just yet as we expect the engine to be unstable until we have more testing done. The beta comes with a work-in-progress conversion tool that does part of the conversion work from 3.x beta 1 now! is set in stone.
This beta prepares the road for the 1.1 Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). Please remember that this new version is BETA, so this is your time to report everything that doesn’t work to GitHub as Issues, contribute PRs with fixes or annoy Juan and Ariel to fix what is not working for you.
XDefiant slow download speed is causing problems for most gamers who want to enjoy the newest Ubisoft tile in beta. You’re lucky to read this article because we have a 100% fix for this issue. Why is XDefiant stuck on downloading?
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 earlier this month, and it went fairly smoothly!
UWP in the master branch) port was updated and is now provided with the export templates, which means that the Windows Store and Xbox One should now be accessible (this port is still at the beta stage though, bug reports welcome). Physics: Add one-way collision to tile-set/tile-map. Tools: Improvements to the Godot 3.0
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?
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!
Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. The results since then have been great, but what comes next? Lots and lots of fun. They’re that crazy.
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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