Remove Debug Remove Demo Remove Point and Click Remove Scripting
article thumbnail

Maintenance release: Godot 3.2.2

Mircosoft Game Dev

Exporting C# projects to iOS should be done from macOS using the classical workflow , and the scripts will be automatically compiled Ahead-of-Time (AOT) for iOS. The Dodge The Creeps C# demo running on the iOS Simulator. Better handling of Variant s pointing to released Object s. 2D batching for the GLES2 renderer. feature set.

Debug 52
article thumbnail

Dev snapshot: Godot 4.0 alpha 16

Mircosoft Game Dev

However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. C#: Create script instance of reloaded scripts even if they're not tools ( GH-65266 ). Core: Implement AStarGrid2D class with jump-point pathfinding ( GH-62717 ).

Alpha 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Schedule for GodotCon 2019 in Brussels

Mircosoft Game Dev

Talk/demo: Making the next blockbuster game with FOSS tools: Director's Cut | Juan Linietsky ( reduz ). Juan will give a talk at FOSDEM showing how to create high quality 3D games like the recent TPS demo with FOSS tools like Godot, Blender, GIMP and Krita. Demo: Visual Debugger for the Godot community | Jānis Mancēvičs.

article thumbnail

GSoC 2019 progress report #1 (part 1)

Mircosoft Game Dev

Improvements to the Visual Scripting System by Swarnim Arun. This integration can further be used to create more in-depth interactions to a VCS like viewing file diffs right in the editor, committing code with a simple click, resetting to a previous state almost instantly without leaving the Godot editor. How does it look like?

article thumbnail

Godot Tactics RPG – 06. Anchored UI

The Liquid Fire

This time we’ll be working on some scripts to make working with anchor points in code a bit simpler, and allow us to animate some things in our UI. Test Scene Before we get into the lesson, I’d like to take a moment to set up the scene we’ll be using as a playground for the new scripts. Welcome back to part 6.

article thumbnail

Make a fully functional calculator in Unity not only for VR, Part III

DameDev.tv

Right-click on the Project content tab and from the context menu that appears, select Export Package. " " Before you click on Export. This is our starting point in a new Unity project. Click Yes to proceed and let the editor restarts itself. make sure to deselect everything that is not part of the prefab.

article thumbnail

D20 RPG – Action Menu

The Liquid Fire

The menu’s we have implemented so far would need to be interacted with either by touch (such as if we published the game to mobile) or by mouse click (publish web, Mac or PC). It contains a prefab of a super simple action menu prefab and script that we can use to rough in some functionality.