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Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). something that worked in a previous release is now broken) and significant new bugs introduced by new features. See the GitHub issue tracker for a complete list of known bugs. Porting: Implement get_length() for pipes ( GH-102365 ).
GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). See the GitHub issue tracker for a complete list of known bugs. Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. GDExtension: Bind new core METHOD_FLAG_VIRTUAL_REQUIRED bitfield ( GH-103302 ).
We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.
Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Greetings, beautiful beings!
However, the gaming experience can sometimes be ruined by various errors, one of which is the notorious Dev Error 12502. In this guide, we’ll explore what Dev Error 12502 is and provide you with reliable methods to get you back into the action as swiftly as possible. What is Dev Error 12502 in MW3? Update the game 2.
Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! 3D Environmental Design.
Other fixes for the Visual Script included minor bugs such as empty NodePath initialization issue when not having a currently active scene, fixing bugs in my current PRs, etc. Since the last update, I've fixed a lot of bugs and made a bunch of simplifications to the design of the cache module. Lots of bug fixes.
If you find any bugs feel free to report it in the PR itself ( GH-29681 ). I know there will be bugs but there always are. Bugs are regularly being tracked. I also need to finish the implementation of FileAccessWindows , and there's still at least one bug left to solve. I spent most of August weeding out bugs.
Repositories: Godot's framework for VCS integration: Dev: [link]. The first is AudioStreamPlaylist , which is a class that enables the user to play multiple audio files in a sequence, switching between clips based on their tempo and length in bars. Fixing bugs in current implementation and merging them in Godot's master branch.
What most game devs do is saturate the singleton pattern. Starting with the previous examples of having an audio manager Singleton, how can we re-write the code to make the Singleton more efficient and not introduce bugs later on. The audio clips are going to be in other classes such as Player, Enemy, Coin, and so on.
With that done, the editor almost rendered correctly, except for some incorrect clipping. As written about in a past dev-blog, the Godot shader language got reworked completely for the 3.0 While the initial implementation had a fatal bug, it helped uncover a more hidden bug that caused problems in the editor UI later on.
with the new GDScript 2.0), but after discussing with the Godot devs and contributors ( godot-proposals#993 ) the plan was changed to implement it with comments. One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain.
Hello, and welcome back to another issue of the Kristala game dev blog! Stay tuned at the end of this dev blog to get a peek at all the progress we've made on Kristala in the last 12 months. But first, let's dive into what the dev team has been up to over the course of the last sprint. 3D Asset Design. Talk about OP.
Maybe thats because the world geometry has put them into a perpetually-falling state so they dont have any control, or because theyve somehow clipped into a part of the level that should not be accessible. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. Stay tuned for updates in future Kristala dev blog issues. 3D Asset Design. Programming.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Stay tuned to next month's dev blog issue for a look at the finished piece!
Today, we’ll be talking about ladders and how they can cause all sorts of weird bugs in a game. One of the big potential bug generators with any kind of game dev is when we take player control away from the player. Ladders are also incredibly bug-prone if AI can use them. What is the FANTa project? ]
Welcome back to another exciting issue of the Kristala Dev blog. In conjunction with our biweekly Patreon updates , the dev blog is the only place where you can get detailed access to all things Kristala. Hey there, gorgeous! We hope you enjoy this month's updates, and we appreciate you being here and supporting us along this journey.
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Kristala Official Gameplay Trailer.
Today, we’ll be talking about ladders and how they can cause all sorts of weird bugs in a game. One of the big potential bug generators with any kind of game dev is when we take player control away from the player. Ladders are also incredibly bug-prone if AI can use them. What is the FANTa project? ]
Today, we’ll be talking about ladders and how they can cause all sorts of weird bugs in a game. One of the big potential bug generators with any kind of game dev is when we take player control away from the player. Ladders are also incredibly bug-prone if AI can use them. What is the FANTa project? ]
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Level Design.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. This is a clip of the Heider-Simmel animation. Wrangling a dialogue system, from data entry all the way through to troubleshooting or bug fixing, is a common requirement.
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