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This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 The cover illustration is from WEBFISHING , a multiplayer online casual fishing game where you relax, hang out, make friends, and catch fish!
As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible. The cover illustration is from Cornerpond , a fishing game that takes place entirely in the corner of your desktop. See the GitHub issue tracker for a complete list of known bugs.
Developed by CaveLiquid ( Bluesky , website ), the game was just released on Steam. Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play ( GH-102978 ). Porting: Fix Embedded Game startup location on Windows ( GH-103021 ). See the GitHub issue tracker for a complete list of known bugs.
Their first game, Genesis Noir, was already a moving work of art. The sheer confidence of steering clear of the beaten track and creating something truly original, comes from experience gained outside the world of video game development. This gave the studio a bit of an outsider perspective.
As always: with new features comes new bugs (probably), so the sooner we can get feedback and bug reports in, the better. The cover illustration is from Fortune Avenue , a capitalism simulator where you shrewdly extort and outmaneuver your friends in a chaotic, board-game environment. It is developed by Binogure Studio.
I use Microsoft’s Azure to do cloud compiles of the c++ engine for my new game. More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. To compile the Windows build on Azure takes between 6 and 15 minutes which is crazy since I can compile the game locally in 1-2 minutes.
Sometimes a bug is easy to catch. Sometimes a bug is difficult to reproduce. Here are some of the qualities that can make a bug difficult to nail down: [ Build-specific ] - The bug only shows up in release or final builds. Platform-specific - The bug only shows up on a particular platform (e.g.
I use Microsoft's Azure to do cloud compiles of the c++ engine for my new game. More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. To compile the Windows build on Azure takes between 6 and 15 minutes which is crazy since I can compile the game locally in 1-2 minutes.
GPUs can feel like magic, but in the interest of optimized and performant games, When developing on NVIDIA platforms, the hardware should be transparent to you. GPUs can feel like magic, but in the interest of optimized and performant games, it’s best to have an understanding of low-level processes behind the curtain.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Bug reports. What’s new.
The illustration picture for this article is a screenshot of Disinfection , a space horror game by indie duo Evil Turtle Productions which is currently being ported to Godot 4.0 You can follow the developers on Twitter and Mastodon , and wishlist the game on Steam. Editor: Add button to keep the debug server open ( GH-69164 ).
Hi there, I’ve received an error while I was trying to run the game on iOS simulator. Also, here is the error I’ve gotten: 8-5-2023 12:38:50-debug: // - build task native:make - (220380ms) 8-5-2023 12:38:50-log: [task:make]: native:(make) in 220380 ms ✓, 23.333333333333332% 8-5-2023 12:38:50-log: [task:make]: success! exact same issue.
He’s not just an indie game developer; he’s a music producer and a 3D animator. Let’s travel back in time with Mwangi, and explore what made him a TikTok sensation resulting in a massive fan base just a year into his video game industry debut. They hired him to create animations for an augmented reality game.
The game is currently being ported to Godot 4.0 Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Bug reports. What's new.
Hi there, I’ve received an error while I was trying to run the game on iOS simulator. Also, here is the error I’ve gotten: 8-5-2023 12:38:50-debug: // - build task native:m. Also, here is the error I’ve gotten: 8-5-2023 12:38:50-debug: // - build task native:m. I’ve tested with an empty 2d project on 3.8.0, exact same issue.
@zzy Previously, the game functioned correctly. Despite efforts to pinpoint the exact cause, debugging has been challenging. Are there any known instances of this bug occurring due to specific reasons in the past? However, after introducing new scripts and components, the described issue emerged.
The last thing you need is to release a faulty or error-prone video game to players. Players will not like it and may create a negative impression of your video game due to the poor gameplay experience. Remember, we live in an interconnected world where your video game can go viral overnight, attracting significant traffic.
Mobile gaming has become popular in recent times thanks to the growing number of mobile device users. Several mobile game engines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile game engines. But what makes Unity so popular among developers? Let’s find out.
But before you learn about those mistakes, you must know how to make an Android game, what makes your Android game better, and what tips can help the developer. Why Will Make Your Android Game Better? Innovative Gameplay Your game will stand out if you design it with exciting and original gameplay. So, let’s start!
The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Rendering: Fix several render issues found while debugging XR ( GH-68102 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Wishlist it on Steam! What's new.
Introduction: As technology continues to advance, the world of gaming has experienced rapid growth and innovation. With the increasing complexity of video games, the need for efficient and effective testing methods becomes paramount. In recent years, game automation has emerged as a promising solution for testing games.
Despite the ever-evolving popularity of gaming consoles, the Nintendo Switch stands out as one of the most versatile and beloved platforms for gamers of all ages. Its unique ability to seamlessly transition between handheld and docked modes and its diverse library of games has solidified its position in the gaming industry.
But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues.
The game is currently being ported to Godot 4.0 Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). See the GitHub issue tracker for a list of known bugs in the 4.0
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ) ( added in 3.2.2 Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. GLES2 batching is enabled by default both in-game and in the editor.
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 and 3.2.1.
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 Fix for the dangling Variant bug.
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. GLES2 batching is enabled by default both in-game and in the editor.
I’ll take the opportunity to point out that the data displayed in UI tooltips and combat math don’t necessarily have to match (trivia - tooltip and combat math not matching for a particular effect is a very common bug). The most common damage modifier we don’t want players to see would be debug damage mods.
We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions! Bug reports.
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. GLES2 batching is enabled by default both in-game and in the editor.
More seriously, we are quite happy with the current state of the master branch and a lot of important bug fixes have been made since the previous beta 4. There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports. The features.
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
The two extensions support debugging of Godot games. They make it easy to launch and debuggames from the IDE without the need to tweak any Godot setting. As of this writing, the two extensions provide 3 debug targets: Launch , Attach and Play in Editor. This work was kindly sponsored by Microsoft. Code completion.
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Editor: Add option for automatically closing the output when stopping the game. Editor: Fixed bug in GDScript autocompletion of the parent class.
There are still many important changes in this beta which are worth testing in the classical build: More work has been done on the rendering, fixing many long-standing bugs as well as some recent regressions that would affect GLES2 mobile and low-end desktop devices. Bug reports. There are still hundreds of open bug reports for the 3.2
But more importantly, it also brings tons of bug fixes compared to alpha 2, and we will continue to hunt down the remaining issues to guarantee a nice experience with Godot 3.0 There will still be many fixes and enhancements done before the final release, and we will need your detailed bug reports to debug issues and fix them.
After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports. would be on its release.
Since then, Hein-Pieter spent some time debugging and fixing our cross-compilation issues. Mono: Fix class parser bug with 'where T : struct' ( GH-34334 ). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
beta 1 , and many high priority bug reports have been fixed since then. x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) Bug reports. There are still hundreds of open bug reports for the 3.1
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
Most of the time, game AI enemies follow some kind of preset decision-making process. Most of the time, we build in some form of debugging visualization to help us figure out what step of the AI decision-making process each AI is currently up to. Regardless, decisions are made whenever the proper conditions are met.
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