As of yesterday we’re officially calling the current development version v12 beta. This means that we’re done with the features and are now testing for bugs. You’re all welcome to report them here.
We’re using the beta in a bunch of other projects that we and others are developing in parallel, and those are scheduled to go live soon, so we’re planning the full release of Snap! v12 to production on June 1, 2026.
global zoom setting (“magnification”), scales everything seamlessly
templates
tutorials
custom data types (ADTs)
enforcing data types in input slots
domain-specific languages (DSL) support
ui
Wow!!! I didn’t know v12 was going to be the always-desired-by-s_federici version!!! Thanks a lot Jens!!!
Very first feedback (but I guess is it just my sight being affected?): I find annoying the “+” signs added to the “new turtle”, “new drawing” and “new picture” buttons below the stage. They distract me in some way. Maybe too cluttered. Suggestion: they could be shown only when the mouse is over the button?
thank you, too, @cymplecy, but it’s okay if it’s coming from someone like Stefano
I’ve added the little plus symbols below the stage buttons to indicate that pressing them creates new objects on the stage, because sometimes in our workshops people press them to record or draw a costume for a sprite. Actually we’re discussing getting rid of those buttons altogether, but personally I love those shortcuts.
I’m so excited for release!
I could only find one significant thing,
I can’t seem to use the tutorial library to do anything :⋅/ For me, even when I have a tutorial scene and everything, even when it is already running or when it isn’t running, all the blocks in the library either do nothing or wait infinitely and lag snap. I am likely using it wrong, but I wasn’t able to get a functioning behavior after 15 mins of testing.
other than that, nothing I could find was very significant, but I’ll keep looking. I noticed that
the new parameter slots add the parameters to the dropdown of variables in the current context. However, they shouldn’t, because their purpose is to not define any new variables.
For example:
I’m way behind with documentation, but there will be documentation for all these features, because we’ll be teaching those to educators who wanted us to add them
In the meantime you might already have seen or want to explore these examples of template + tutorial + input type enforced projects:
both the function compositions and the flower field projects have tutorials and blocks from the tutorials libary. You can edit them by exiting the turial through the project menu.
The tables project / library has a ton of variadic parameter inputs.
Oh! I didn’t realize that the blocks are for the tutorial itself. Because of this, I just noticed a bug: you can switch scenes to the tutorial scene while the tutorial is still open, and the tutorial will stay open but instead as a blank tutorial that I can’t seem to remove. The main issue is that resizing the tutorial completely breaks the stage of the tutorial scene, moving objects around and eventually turning the stage black, which I can imagine would happen by accident in schools if they forget to close the tutorial.
This is a bug, but I probably wouldn’t focus on it because I’m probably the only person silly enough to try, but the way the new scaler works means that I can set the stage size to my monitor resolution, which is cool, if not necessarily useful, but if I try to say edit a costume, the image editor becomes the whole screen and I can’t exit it unless I close the tab.
My monitor is a 32:9 Ultrawide. So it’s LARGE… I tested “my” raytracer on it (It’s jadga’s, I just made a couple personal tweaks) and it’s satisfying… if not necessarily useful.
(Now I’ve got to figure out a tile editor one of these centuries and maybe I’ll write a gamedev course…)(No)