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Releases: 4ian/GDevelop

5.4.205

03 Jul 13:05
98befc8
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💝 Improvements

  • A lot of multiplayer improvements 🎮⚡️🎮
    • Speed up lobbies process in preview by reducing start countdown & making player automatically ready
    • Fix the synchronization of the activated state of a behavior
    • New action to disable the synchronization of a behavior for a multiplayer object (useful for Camera Behaviors for example)
    • New guided lesson - Creating a Multiplayer Co-op game
    • Improve multiplayer messages by automatically detecting and using best compression method for lobby (Also remove dependency on P2P extension)
    • Simplify creating & testing a game in preview, by automatically logging in the player when using player authentication or multiplayer extensions
    • New action to send a variable with a custom message
    • New expression to retrieve the player number of the sender
    • Add possibility for players to login with Google/Apple in game
    • Fix multiplayer lobbies properly opening after login
  • "Change platform type" action now uses a dropdown selector (Thanks @tristanbob!)
  • Display errors on variable parameters about name collisions with objects
  • Make variables easier to declare on the fly, with a quick link to create a variable
  • Remove extra "Add" words in the events context menu
  • Improve some icons in the editor (variables, mobile toolbar)
  • Use property names instead of property labels in descriptions and sentences of internal behavior instructions
  • Add missing Spine Runtime license agreement and link to Spine website

🐛 Bug fixes

  • Fix a refreshing issue of the object list in functions
  • Fix the default parameters when pasting a function in a behavior
  • Fix some array variable expressions visibility
  • Fix events shortcuts from triggering when a dialog is opened, which could cause events to be affected without realizing
  • Fix new variables being added at the top
  • Fix local variables default values when the wait action is used
  • Fix dragging bug in the Events Sheet when the indent scale is not 1x (Thanks @cyraid!)

⚙️ Extensions

  • [Reviewed] [CrazyGames] Add the new actions to let CrazyGames know when the loading started, and stopped. (Thanks @lhphr & @ZachjuKamashi!)
  • [Reviewed] [Screen shake] Fix a camera Y drift
  • [Reviewed] [Shock wave effect] Use local variables instead of hidden properties
  • [Reviewed] [Camera shake] Use extension variables
  • [Reviewed] [Inventories] Use extension variables
  • [Community] [3D camera shake] Use extension variables

🕹 Examples

  • [Arrow Fight] [Example] Update Arrow Fight to support gamepads, touchscreen, and WASD controls
    Improvements
    • Added player username (if authenticated)
    • Stick dead players to arrows (very fun!)
    • Added black outline to arrows
    • Used local variable to loop through players to generate score text
      Controls
    • Add gamepad controls
    • Add WASD controls
    • Add virtual joysticks (twin stick) controls for mobile
    • Added player state to help reduce complexity
  • [CrazyGames] Update CrazyGames SDK v2 demo
    • Add two new buttons to let CrazyGames know when loading has started and stopped.
  • [New example] Bounce puzzle - A simple drag & drop multiplayer game

🕹 Premium Game Templates

  • Add a new premium template: Beat 'Em Up by VegeTato
  • Update Match 3 premium template: Declare all the variables, and update the conditions/actions) that goes with it.
  • Update 2D Crafting premium Template: Declare all the variables, and update the conditions/actions) that goes with it. Plus improvements on the objects and bug fixes on the game UI.

Developer Changelog

  • Fix emscripten core version blocking Travis

5.4.204

20 Jun 09:48
740c7ae
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💝 Improvements

  • Allow customizing the Events sheet indent scale - Thanks @cyraid!
  • Add a new guided lesson: Fire Bullets with an action from a behavior
  • Multiplayer improvements
    • An object changing layer during the game is now properly moved to the layer on the other players games
    • New objects can be synced, Spine, Video, Text Input
    • Pathfinding behavior is now properly synced, allowing a smooth prediction on other players games
    • Fix a rare case where the lobby was joined but did not appear as such in the interface
    • Add 2 new expressions for current player ping & username
    • Fix Physics2 behavior being properly synced
    • Ensure we create a force if no recycled are available, which was causing a crash in certain situations
    • Automatically disable default controls for synchronized objects
      • For top down & platformer objects, when the object is not owned by the current player, it will automatically have default controls disabled

🐛 Bug fixes

  • Fix crash when launching multiple previews with a pop-up blocker

🎨 Assets

  • Add a new premium SFX pack: Elemental Interface Inventory by DigitalVariant

🕹 Examples

  • [New example] Boids Flocking Simulation
  • [New example] Paddle Battle: A simple multiplayer game based on Pong
  • [New example] Arrow Fight: A simple multiplayer platformer & shooter game
  • [New example] Platformer Pickup: A simple multiplayer platformer game

🛠 Internal changes (for developers)

  • Upgrade CircleCI macOS builders to m1

5.4.203

17 Jun 13:53
528b8f4
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🎮 Introducing support for Multiplayer games ("GDevelop Multiplayer" - experimental)

ℹ️ This is an experimental feature, which is still in a very early stage and will be improved fast in the short term.

GDevelop now supports building real-time multiplayer games. Watch the announcement video here. Multiplayer includes:

  • Lobbies for your game and a user interface allowing players to start a new game,
  • 2 to 8 players in each lobby,
  • Built-in authentication for players to create an account and login to your game,
  • Automatic choice of the host of the game,
  • Automatic synchronization of players, depending on who is in charge of each object,
  • Automatic synchronization of the rest of the game state: game objects, variables...
  • Soon, automated compression to reduce bandwidth usage.
Example.of.a.simple.fun.multiplayer.platformer.game.mp4

Building a multiplayer game works by using 1) the actions to display the lobbies for your game and 2) a new Multiplayer Object behavior, allowing to mark which objects are active in the game (players, projectiles, enemies, doors, etc.)

This video shows how to transform a static game with 2 objects in a multiplayer game in 1 minute:

Multiplayer_in_1_minute.mp4

Servers are usually costly to set up and maintain for multiplayer games (from tens to thousands dollars a month for successful games).
GDevelop Multiplayer is built so that it can scale from no players to multiple thousands playing to your game. Free accounts have one lobby available for the game with 4 players. With a silver, gold or pro account, your game will get unlimited lobbies so your game can work with any number of players. Gold and Pro memberships will get access to extra customization and monetisation options in the future.

Examples are available in the app to help you get started, you can also preview a few multiplayer games here:

Read more about multiplayer game creation on this page.

If you're interested in other ways to build GDevelop games, check out THNK by @arthuro555.

💾 Simplified variable actions/conditions, local variables and extension variables.

The variable system has been considerably revised to be even more simple to use and flexible:

  • Global or scene variables of any type can now be used with a unique action and condition.
    For example, you don't need anymore to choose between an action to modify a scene or a global variable, as there is now a single action for it. In the action, both global and scene variables can be used. You also don't need to choose a different action for a number, text or boolean variable.
  • It's now required to declare your variables: add them in the global or scene variables. You can open these when editing events too, so you don't lose much time in case your forgot to create one before working on an action or condition.

Declaring variables is useful for GDevelop to allow you to use them in expressions by just writing their names, and will allow GDevelop to warn you if you misspell a variable - avoiding bugs in your game.

GDevelop also now support local variables. Those have been designed to be used the events sheet only and should be used as disposable variables, available only inside the event where you add them (and inside the sub-events).

Finally, extensions now also support variables stored inside them. These variables can live for the duration of the game (in which case they are extension global variables) or of a scene (extension scene variables). Extension creators are encouraged to use them to store data that was previously stored in scene variables.

💝 Improvements

🔍 Diagnostic report

A "diagnostic report" will now be shown when a preview is launched and GDevelop detects problems in your event sheet. It will tell you if there are missing scene variables, object variables or behaviors.

This is especially useful if you use external events shared between several scenes - in which case a mistake, like forgetting to declare a variable in a scene, can happen without being noticed immediately.

Other improvements

  • New badges to unlock 🏆: Head over to the Get Started tab in the homepage. There you'll see new badges you can unlock and earn credits with!
    • In your profile, fill out your Twitter and TikTok usernames, make sure you follow GDevelop account (thank you!) and you'll be given a few credits as a thank you.
  • Player login is now possible from a leaderboard:
    • When an anonymous score was just sent (using a player name but without a player account), the leaderboard will invite the player to create an account and claim the score.
    • A score sent from a game will automatically be attached to the logged in player (unless deactivated).
    • The broken authentication on iOS games was also fixed.
  • An icon is now shown for variables, parameters and properties in expression autocompletions.
  • Display expression errors on repeat loops
  • Add possibility to load an in-app tutorial from a local file (useful to author them).
  • Add a new guided lesson (Platformer)
  • Multi-file project folders are now cleaned at each save to avoid stale files (thanks @DavidMLPalma!)
  • Subscriptions bought with PayPal are now properly maintained until the end of the paid period
  • New "Classroom" tab in the homepage that contains useful samples resources for educational usage.
  • Add a "destroy when finished" parameter in events for opacity tweens.
  • Add a hover message on linked external events when they come from another scene.
  • Add a drop-down menu action to extract selected instances as an external layout.
  • Add reminder to save your project with a badge on the Save icon and a snackbar (can be disabled in the preferences)
  • Add asset from asset store next to the selected item in the objects list
  • Always keep events when an object is deleted
  • UI improvements
    • Improve analytics panel display
    • Redesign snackbars to be more consistent with the theme
    • Change notification badge color

🐛 Bug fixes

  • Hide game templates when searching in the asset store.
  • Various fixes for the compact instance properties editor:
    • Improve panel spacing
    • Remove Restore icon on dimension fields if the instance uses the default size.
    • When locking/unlocking multiple instances, apply same value to every instances
  • Fix local network preview url opening
  • Fix resources with empty name from being used or created
  • Fix shared properties not being add to the scene when adding a behavior from the instruction editor
  • Fix example opening not working from the example dialog
  • Fix platform icons generation for cloud projects from desktop app
  • Fix cloud project autosave crashing on Firefox versions <=125

⚙️ Extensions

Reviewed extensions

  • [New] [Shock wave effect] No longer require the Tween behavior (Thanks @Alios5!)
  • [3D flip] Allow to use animations to flip sprites
  • [Resource bar (separated units)] Fix max value action
  • [CrazyGame] Fix the action to display a video ads
    • Fix the action to display a video ads, now it return an error if the video ads isn't ready (Thanks to MartijnKuilema!)
  • [Boids Movement] Fix typo of VelocityX and VelocityY being swapped
  • [Transition] Fix the animation for zoomed layers
    • Keep the last frame at the end of the animation when "Forwoard" is chosen
  • [Fire Bullet] Minor updates and fixes (version 0.7.0)
    • Add new expression: "Time before reload finishes"
    • Prevent negative values for ammo
    • Adjust the behavior for 360 degrees firing arc to prevent two bullets from using the same angle

Community extensions

  • [InkJS] Dialogue tree with InkJS (Thanks @infokub!)
  • [Point and Orbit] Improvements:
    • Add the ability to point toward an angle (useful for gamepads)
    • Make orbit follow the same speed as rotation.
    • Minor text updates to the description
  • [Removed] [Draw shock wave effect] Use "Shock wave effect" extension instead.

🎨 Assets

Premium packs

By Nyilonelycompany:

By Luckythespacecat:

By GDevelop:

Free packs

By Kenney:

🕹 Examples

  • Simple platformer example game
    A simple platformer example game where the player can pick up coins to improve their score and die to an enemy character and falling off of platforms.
    This example features:
    • Platformer behavior
    • Smooth camera behavior
    • Mobile controls
    • Various types of platforms
    • Basic enemy movement
  • [Fire Bullet] Updated game example to test the new version of Fire Bullet extension
    • Updated the game example to test the new version of FireBullet extension
    • Added a bar to show the time before the reload is finished (using the new...
Read more

5.4.202-beta

08 Jun 14:28
a8a8c14
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5.4.202-beta Pre-release
Pre-release

⚠️ This is a beta release - only to be used to try new features and make feedback before a stable release in a few days.

🎮 Introducing support for Multiplayer games ("GDevelop Multiplayer" - experimental)

ℹ️ This is an experimental feature, which is still in a very early stage and will be improved fast in the short term.

GDevelop now supports building real-time multiplayer games, with:

  • Lobbies for your game and a user interface allowing players to start a new game,
  • 2 to 8 players in each lobby,
  • Built-in authentication for players to create an account and login to your game,
  • Automatic choice of the host of the game,
  • Automatic synchronization of players, depending on who is in charge of each object,
  • Automatic synchronization of the rest of the game state: game objects, variables...
Example.of.a.simple.fun.multiplayer.platformer.game.mp4

Building a multiplayer game works by using 1) the actions to display the lobbies for your game and 2) a new Multiplayer Object behavior, allowing to mark which objects are active in the game (players, projectiles, enemies, doors, etc.)

This video shows how to transform a static game with 2 objects in a multiplayer game in 1 minute:

Multiplayer_in_1_minute.mp4

Servers are usually costly to set up and maintain for multiplayer games (from tens to thousands dollars a month for successful games).
GDevelop Multiplayer is built so that it can scale from no players to multiple thousands playing to your game. Free accounts have one lobby available for the game with 4 players. With a silver, gold or pro account, your game will get unlimited lobbies so your game can work with any number of players. Gold and Pro memberships will get access to extra customization and monetisation options in the future.

Examples will be included in the stable release. In the meantime, you can try these:

ℹ️ As examples are not yet accessible from the app, you need to publish them first on gd.games so that a new game is created on your account (in your game dashboard) and multiplayer is enabled for it. Otherwise, lobbies won't be accessible for the game in preview.

Read more about multiplayer game creation on this page.

💾 Simplified variable actions/conditions, local variables and extension variables.

The variable system has been considerably revised to be even more simple to use and flexible:

  • Global or scene variables of any type can now be used with a unique action and condition.
    For example, you don't need anymore to choose between an action to modify a scene or a global variable, as there is now a single action for it. In the action, both global and scene variables can be used. You also don't need to choose a different action for a number, text or boolean variable.
  • It's now required to declare your variables: add them in the global or scene variables. You can open these when editing events too, so you don't lose much time in case your forgot to create one before working on an action or condition.

Declaring variables is useful for GDevelop to allow you to use them in expressions by just writing their names, and will allow GDevelop to warn you if you misspell a variable - avoiding bugs in your game.

GDevelop also now support local variables. Those have been designed to be used the events sheet only and should be used as disposable variables, available only inside the event where you add them (and inside the sub-events).

Finally, extensions now also support variables stored inside them. These variables can live for the duration of the game (in which case they are extension global variables) or of a scene (extension scene variables). Extension creators are encouraged to use them to store data that was previously stored in scene variables.

💝 Improvements

🔍 Diagnostic report

A "diagnostic report" will now be shown when a preview is launched and GDevelop detects problems in your event sheet. It will tell you if there are missing scene variables, object variables or behaviors.

This is especially useful if you use external events shared between several scenes - in which case a mistake, like forgetting to declare a variable in a scene, can happen without being noticed immediately.

Other improvements

  • New badges to unlock 🏆: Head over to the Get Started tab in the homepage. There you'll see new badges you can unlock and earn credits with!
    • In your profile, fill out your Twitter and TikTok usernames, make sure you follow GDevelop account (thank you!) and you'll be given a few credits as a thank you.
  • Player login is now possible from a leaderboard:
    • When an anonymous score was just sent (using a player name but without a player account), the leaderboard will invite the player to create an account and claim the score.
    • A score sent from a game will automatically be attached to the logged in player (unless deactivated).
    • The broken authentication on iOS games was also fixed.
  • An icon is now shown for variables, parameters and properties in expression autocompletions.
  • Display expression errors on repeat loops
  • Add possibility to load an in-app tutorial from a local file (useful to author them).
  • Add a new guided lesson (Platformer)
  • Multi-file project folders are now cleaned at each save to avoid stale files (thanks @DavidMLPalma!)
  • Subscriptions bought with PayPal are now properly maintained until the end of the paid period
  • New "Classroom" tab in the homepage that contains useful samples resources for educational usage.
  • Add a "destroy when finished" parameter in events for opacity tweens.
  • Add a hover message on linked external events when they come from another scene.
  • Add a drop-down menu action to extract selected instances as an external layout.
  • Add reminder to save your project with a badge on the Save icon and a snackbar (can be disabled in the preferences)
  • Add asset from asset store next to the selected item in the objects list
  • Always keep events when an object is deleted
  • UI improvements
    • Improve analytics panel display
    • Redesign snackbars to be more consistent with the theme
    • Change notification badge color

🐛 Bug fixes

  • Hide game templates when searching in the asset store.
  • Various fixes for the compact instance properties editor:
    • Improve panel spacing
    • Remove Restore icon on dimension fields if the instance uses the default size.
    • When locking/unlocking multiple instances, apply same value to every instances
  • Fix local network preview url opening
  • Fix resources with empty name from being used or created
  • Fix shared properties not being add to the scene when adding a behavior from the instruction editor
  • Fix example opening not working from the example dialog
  • Fix platform icons generation for cloud projects from desktop app
  • Fix cloud project autosave crashing on Firefox versions <=125

⚙️ Extensions

Reviewed extensions

  • [New] [Shock wave effect] No longer require the Tween behavior (Thanks @Alios5!)
  • [3D flip] Allow to use animations to flip sprites
  • [Resource bar (separated units)] Fix max value action
  • [CrazyGame] Fix the action to display a video ads
    • Fix the action to display a video ads, now it return an error if the video ads isn't ready (Thanks to MartijnKuilema!)
  • [Boids Movement] Fix typo of VelocityX and VelocityY being swapped
  • [Transition] Fix the animation for zoomed layers
    • Keep the last frame at the end of the animation when "Forwoard" is chosen
  • [Fire Bullet] Minor updates and fixes (version 0.7.0)
    • Add new expression: "Time before reload finishes"
    • Prevent negative values for ammo
    • Adjust the behavior for 360 degrees firing arc to prevent two bullets from using the same angle

Community extensions

  • [InkJS] Dialogue tree with InkJS (Thanks @infokub!)
  • [Point and Orbit] Improvements:
    • Add the ability to point toward an angle (useful for gamepads)
    • Make orbit follow the same speed as rotation.
    • Minor text updates to the description
  • [Removed] [Draw shock wave effect] Use "Shock wave effect" extension instead.

🎨 Assets

Premium packs

By Nyilonelycompany:

By Luckythespacecat:

By GDevelop:

Free packs

By Kenney:

🕹 Examples

  • Simple platformer example game
    A simple platformer example game where the player can pick up coins to improve their score and die to an enemy character and falling off of platforms.
    This example features:
    • Platformer behavior
    • Smooth...
Read more

5.3.201

26 Apr 08:40
7050829
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✨ Instance properties panel rework

The instance properties panel of the scene editor has been reworked into a more compact and user-friendly panel. Read the documentation about this panel to learn everything that it offers.

Screenshot of the reworked instance properties panel for a 3D instance

💾 Autosave for Cloud projects

A new autosave feature is automatically enabled for Cloud projects:

  • Cloud projects are now autosaved on each game preview. Should the editor crash, it will help recover your project.
  • The saved project is stored on the device for performance reasons.

Warning
If you're using GDevelop online on a public computer, this feature saves a copy of your project in the browser storage. To make sure no one can access it, make sure to log out the editor when you leave the computer.

💝 Improvements

  • Use new icons for variable parameters in events
  • Improve user profiles by showing games, asset packs and game templates made by the user
    • The app now shows the same profiles as those you can see on gd.games
  • Disable rating of feedbacks that have no text
  • Add tutorials in the Learn page for education subscribers
  • Increase lower toolbars size and padding on mobile
  • Add a field to enter the GitHub username in the user profile

🐛 Bug fixes

  • Fix the particles emitter not to delete itself when the emission is paused
  • Fix: Remove useless horizontal scroll in tree view
  • Fix: Holding space now prevents from resize/rotating an instance (Thanks @LeonardoAlvess!)
  • Fix missing object name field in some object editors
  • Fix Sprite collision mask updating when animation frames don't share the same one
  • Fix asset pack & game template licenses being correctly purchased
    • An issue was always selecting the first license when the purchase dialog opened
  • Fix some crashes when conditions with objectList are used without any behavior
  • Fix cloud project autosave crash happening in particular situations
  • Fix undefined resources when opening cloud project autosave after a time of inactivity
  • Fix dimensions set to 0 0 0 on instance when switching layer
  • Fix Platformer "is on platform" condition that was no longer doing anything
  • Fix animation placeholder vertical centering in the Sprite object editor

⚙️ Extensions

Reviewed

  • [Recolorizer] Update: Fix the extension to work with GDevelop 5.3.198

Community

  • [Audio by filename] NEW: Play audio with an expression as filename (Thanks @Silver-Streak!)
  • [3D sprite] NEW: Animated sprite in 3D
  • [3D text] NEW: Text object in 3D
  • [WithThreeJs] Update: Fix compatibility issues with GDevelop 5.3.198 (Thanks @PANDAKO-GitHub!)

🎨 Assets

Free

🕹 Examples

  • [Recolorizer] Update: Fix the extension to work with GDevelop 5.3.198

🕹 Premium Game Templates

by GDevelop:

5.3.200

23 Apr 12:48
77bf67f
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Warning

This version is deprecated due to the platformer condition "Is on platform?" not working.
Please use the version 5.3.201 instead.

5.3.199

17 Apr 12:31
c56ad2d
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Warning

This version is deprecated due to a bug in the autosave feature for cloud projects on web and desktop.
Please use the version 5.3.200 instead.

5.3.198

03 Apr 16:56
4bf576a
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Improved Community Game Feedbacks 🖊️

To improve the feedbacks given by the GDevelop community on your games published on gd.games, we're releasing a few new improvements both for players and creators.

First, as a player, you can now earn credits 🟡 when giving useful feedback to a game (published on gd.games).

  • Ensure you craft your feedback with care, as you will be eligible to earn credits, only if it helps the creator. (Checkout the exact conditions on gd.games)
  • Be careful and thoughtful: if we detect fake feedback, spam or inappropriate content, the credits will be removed and your account will be banned from giving feedback again.

image

As a game creator, you can also rate feedbacks received on your games published on gd.games:

  • When you receive a feedback on a game, go to the Game Dashboard (or check the email notification for the feedback) to rank the comment as great, good or not useful. If a comment is abusive, spammy or harmful, you can also report it as such.
  • Users making the best comments will be showcased in the leaderboard on the community page and on gd.games
  • As a game creator, you're also benefiting from rating feedbacks: games with the most rated feedbacks will be displayed in a leaderboard and on gd.games. We encourage you to take the time to rate the feedbacks you're receiving so your game becomes more visible to the community!

image

Finally, the community leaderboard, showing users with the best comments and the games with the most comments, is now visible in the Community Tab, from the homepage.

image

Yearly subscriptions are now available 🗓️

You can now subscribe to Silver, Gold and Pro memberships on a yearly basis, with up to 40% discount. Open the app to check the different memberships available and their yearly prices.

image

💝 Improvements

  • New action for Physics behavior: Set the linear velocity towards an angle (Thanks @tristanbob!)
  • Allow custom objects to use animations
  • Display questions when canceling a subscription
    • This will help the GDevelop team understand how the premium subscriptions can be improved to suit your needs
  • Improve first screen layouts by making them less cluttered
  • Display the coordinates of the center point of a Sprite even when set automatically
  • Add an action to allow disabling P2P direct connections (Thanks @arthuro555!)

🐛 Bug fixes

  • Fix expressions involving a variable (or property) of type number/string wrongly rejected when an operator like + was used after them
    • For example, "Your score is " + NumberVariable + " points" was rejected, because the second operator type was not properly inferred.
    • If something does not work in your game anymore, double check if your expressions in the events sheets are not underlined in red. Sometimes, adding ToString( or ToNumber( around it might be required.
  • Fix plugin-consent version for admob
    • Creating an iOS app with admob was not working due to a package depending on a wrong version
  • Fix collision mask of rotated Spine objects
    • Fixes rotation of Spine objects in the editor.
  • Fix missing expressions for text object

⚙️ Extensions

  • [Reviewed] [Billboard] Allow to use any 3D object
  • [Reviewed] [Sticker] Fix object positions after a size change when angle is 0
  • [Reviewed] [Parallax] Fix a shift when zooming
  • [Community] [3D model 9-patch] A 3D model with corners that don't stretch and sides that can be tiled.

🎨 Assets

  • Add new 3D free pack: Pirate Kit by Quaternius
  • Add new 3D free pack: Platformer Game Kit by Quaternius
  • Add new free music pack: New Hero In Town by AyItsMatt
  • Add new premium pixel art pack : Top Down Interior by GDevelop
  • Add new premium pack: SciFi Graphics Toolkit Vol 4 by BarelyApes
  • Fix tiles names from Top Down Interior

🕹 Examples

  • [Platformer] Use the parallax extension

🕹 Premium Game Templates

thumbnail

  • Update Online Multiplayer Template by Vegetato with latest THNK version.

🛠 Internal changes (for developers)

  • Define app theme related CSS variables at HTML body level
  • Use a CSS module for SimpleTextField, to avoid name clashes

5.3.197

03 Apr 09:12
abce34f
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Warning

This version is deprecated due to a bug when trying to modify an object animation with its index.
Please use the version 5.3.198 instead.

5.3.196

28 Mar 14:55
5c66623
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Warning

This version is deprecated due to a bug in some object animations not changing in-game.
Please use the version 5.3.197 instead.