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Dev snapshot: Godot 3.1 beta 10

Mircosoft Game Dev

merged in the master branch since January 2018, and especially all those showcased on our past devblogs. release announcement ;) In the meantime, you can read the preliminary changelog , as well as past devblogs. Follow its development on their Devlog and Twitter. Contrarily to our 3.0.x It's been over a year since the 3.0

Beta 52
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Dev snapshot: Godot 3.1 beta 6

Mircosoft Game Dev

merged in the master branch since January 2018, and especially all those showcased on our past devblogs. release announcement ;) In the meantime, you can read the preliminary changelog , as well as past devblogs. Contrarily to our 3.0.x version includes all the new features (and subsequent bugs!) It's been over a year since the 3.0

Beta 52
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Dev snapshot: Godot 3.1 alpha 3

Mircosoft Game Dev

merged in the master branch since January 2018, and especially all those showcased on our past devblogs. As mentioned previously, our past devblogs should also give you an idea of the main highlights of the upcoming release. Contrarily to our 3.0.x version includes all the new features (and subsequent bugs!) is released. The features.

Alpha 52
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C# support on Android

Mircosoft Game Dev

C# interactive shell from the game SkyOfSteel by ForLoveOfCats running on an Android emulator. Edit (2021-06-07) : This game development has halted and the domain expired, so the link was changed to point to archived GitHub repository. More details will come in the next devblog, in a bit less than a month. C# on Android.

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

stable branch in January 2020 as a major update to our free and open source game engine. The main development effort then moved towards our future major version, Godot 4.0 (see see Godot's Devblog for a preview of some things to come). See the dedicated devblog for usage examples. Godot contributors released the Godot 3.2

Debug 52
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Optional typing in GDScript

Mircosoft Game Dev

Since many people seem to be interested in the devblogs, I'll add a section here explaining how I did the changes to enable the optional typing in GDScript. This allows the game developers to catch things that are not invalid but may cause issues. If your code has type hints, it provides a proper completion even across scripts.