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Release candidate: Godot 3.4.1 RC 1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). Bug reports.

Tile 52
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

Though there will be some small tweaks and fixes, and with any luck, not too many new bugs. The first thing to download will be the sprites and textures from the original tutorial. In the Scene panel right-click on the Tile node and click Add Child Node. The last object we’ll make is the Tile Selection indicator.

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Release candidate: Godot 3.4.1 RC 2

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). Bug reports.

Tile 52
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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). Bug reports.

Tile 52
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D20 RPG – Stride

The Liquid Fire

There are different actions for moving, and is why you see “Stride” vs “Step” A step is only a single tile of movement and can avoid acts of opportunity, whereas a Stride can move much further, but does provoke acts of opportunity. It holds the combat selection indicator: the sprites, animations, and scripts.

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Most updates within the last year have been small bug fixes, and momentum for big future features has stalled. Reminder: for iOS, that means WebGL 1.0 and no WASM.)

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