I didn't see anything specifically against destroying the logo in the press kit guidelines. (https://godotengine.org/press) They did mention not to distort the logo, but I'm pretty sure that just means to maintain the aspect ratio.
The game is called FOUNTAINS, as you can probably tell from the video. It's an action RPG, and if you want details/updates you can follow my twitter @PywellJohn
EDIT: The logo is licensed CC-BY-4.0, which allows transformation. I'm in the clear.
I've been playing around with game engines for years now but I've never actually finished and published any of my projects, so I decided to make something simple and actually see it through to the end. Its not much but hopefully its the start of much more. I just released it on google play here if anyone is interested in trying it out. Made in Godot of course
I'm reading Godot Engine Game Development in 24 Hours:
https://www.amazon.com/Godot-Engine-Development-Hours-Yourself-ebook/dp/B07BFDQFL9/
It's written by one of the Godot developers and is really good. Only 50% through, but I've learned a lot.
No, Godot is licensed under the MIT License, which is not a copyleft license like the GPL. The license grants you:
https://godotengine.org/license
You need to include the copyright notice and license statement of Godot Engine however. The website states further:
> "Godot Engine's license terms and copyright do not apply to the content you create with it; you are free to license your games how you see best fit, and will be their sole copyright owner(s).
> Note however that the Godot Engine binary that you would distribute with your game is a copy of the "Software" as defined in the license, and you are therefore required to include the copyright notice and license statement somewhere in your documentation.
> The Godot Engine developers consider that a link to this page (godotengine.org/license) in your game documentation or credits would be an acceptable way to satisfy the license terms."
https://godotengine.org/showcase
I'm not familar with any of these games outside of my familiarity with the Godot Community. The engine is still relatively new. And when it was brand new, it wasn't a viable option for a lot of people. In the years since it has become more feature rich and thus more viable.
All that to say: Not yet, but we're getting there.
Well, there is already showcase of games on godot website (https://godotengine.org/showcase) but it could be more detailed. Also for a while there is the same game on front and I don't know if there is no new games or it isn't updated. I think the best thing would be list of games with "recommended" or something section.
Have no fear, the tilemap editor is getting overhauled in godot 4. Someone has also made a plugin for Tiled that exports (and imports) godot tilemaps.
The flexible simplicity of the scene system is one of my favorite aspects of the engine as well. It makes it so easy to compartmentalize development.
Godot is the first game engine where I don't find myself wanting to turn into a Game Framework Architect and instead just make my game. I don't know what it is about Unity and Unreal but every time I try to make a game with them I find myself making a new framework to fight their "design".
I recommend reading this blog to understand why Godot is the way it is https://godotengine.org/article/how-actually-make-your-dream-game
But the bigger picture is Godot will probably never match feature for feature unity or unreal. They have massive highly paid dev teams. Unity has raised over $100 million in the past couple of years. But in my case and in most indies cases you will never get around to actually using those features. You just think you will, but you won't in the end.
There's already many 2D improvements, see the preliminary changelog I wrote. Most notably, 2D soft shadows, GPU-based particles (in 2D and 3D), basic SVG importing, an high-level multiplayer API and, of course, GDScript improvements.
no the players are controlled with state machines
there's a team state machine that controls the overall goal of the player - defend, attack, find a pass etc. then each player has a state machine that is more based on what's happening in its local space and what the teamAI has told it to try to do
i started out with an example from this book:
https://www.amazon.com/Programming-Example-Wordware-Developers-Library/dp/1556220782
but it's evolved a great deal since then
The area owners for the code are not announced yet but If you're serious about paying for the fix you can probably contact Rémi Verschelde (the emails are here https://godotengine.org/governance ) or state it in the relevant github issue.
> 2 Aseprite Steam version So Aseprite can be complied for free but steam version is paid. Most people are willing to pay for convince. If Godot was at sensible price like under $20 on steam I can imagine most steam users would pay for 4.0 while still having option to compile at a source for free
This can work but do not make people compile it themselves the way Aseprite does. Instead, do it the way Krita does it for its Steam release. Make it clear in the Steam description that buying through Steam is a way to help finance the project while also getting the convenience of automatic updates, while also providing a link to the Godot site. That way people get something out of it while also not being mislead, and you're not potentially turning away new users like others are concerned about.
So, while I strongly agree with putting Godot on Steam, I strongly disagree with following the Asesprite model of "buy it or compile it, fuck off". Follow Krita's lead here, they did it in a tasteful way that doesn't make people feel cheated or second-class.
Actually, Krita's a good project to look at for inspiration on how to get funding in general; it's not quite at the Blender level, but it's still doing pretty well in comparison to most niche OSS tools.
This is amazing! I have still not managed to get Bitmap fonts to work in Godot. This looks infinitely easier and like a workflow I would actually enjoy!
Thank you so much!
Please also consider to add this to the Asset Library if you have not already, so more people can find it organically.
Ha, that was honest :-)
This was just announced - did you try version 3.2 ? If not, then it would be great to read a comparison. https://godotengine.org/article/major-update-for-visual-shader-in-godot-3-2
They're adding a Vulkan renderer backend to the engine as another option to openGL. Here's an article on the Godot blog talking about it: https://godotengine.org/article/abandoning-gles3-vulkan-and-gles2
You will achieve more than you realize and feel great about the work you are doing. This then can motivate you on toward your future work.
This is actually one of the main ideas presented in the best-selling self-help book Eat That Frog. I highly recommend it, and yeah, that approach works wonders to help you get stuff done and stay motivated as you work.
One thing I recommend. Please put the final product on https://godotengine.org/asset-library/asset That way people can just start with a doom template as well and go through your tutorial to get the bits they need when they want to modify it. Or someone like me who has a lot of UE4 experience would love something like this as a template over a tutorial to get started right away.
What is it?
Mastodon is a free/libre, decentralized micro-blogging platform (think Twitter, but better) where anyone can host their own instance with their own moderation.
Aras Pranckevičius (one of the great minds behind the Unity engine) created a Mastodon instance for game developers today, mastodon.gamedev.place.
So it's basically like Twitter but with only gamedev-related stuff. You can see all posts from the instance in the "Local Timeline", all posts from all Mastodon instances in the "Federated Timeline", and all posts from the people you choose to follow in your own feed.
Also, 500 chars limit (Mastodon's relative (orders of magnitude smaller, still significant) success encouraged Twitter to up their own limit recently), and optional content warnings.
And when I say "free", I mean it. No ads or anything! I really just want people to have fun with this.
Thanks man. To be honest. I just grabbed a bunch of random references and went for something that I thought would work well. I really wanted square chunky pillars and felt the went best with roman style arches.
Some of my inspiration:
https://www.dreamstime.com/stock-photos-medieval-stone-cellar-image3173233#res170862
https://pixabay.com/tr/photos/koridor-ma%C4%9Fara-arena-roma-t%C3%BCnel-4415517/
This may not be the answer you want to hear, but if you want to use an existing rendering engine, you're going to save yourself a lot of work and heartache by going with an existing dedicated rendering engine, such as Ogre3D, over trying to rip the renderer out of any full-game engine.
First, it would be best to properly learn programming in general before jumping right into Godot.
For input in general, you can look here:
http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
You can look for tutorials of different systems in the docs, but keep in mind that not everything has those. For further and more specific information you can look at the actual documentation of different nodes and methods.
You can also just look for information on google, if it's a general problem/need you would have no problem finding results.
There's also a few demos on the official site, giving examples of implementation for popular needs.
https://godotengine.org/asset-library/asset?category=10&support[official]=1
And last but not least, check out the asset library, which might be able to save you time considering you're less technically proficient.
hah me too , you should go for it!
i started the ai with this book:
https://www.amazon.com/Programming-Example-Wordware-Developers-Library/dp/1556220782
which has a simple soccer example to build off of/inspire...
Bit disappointed to see that there's no theme; just "make a game for Linux" doesn't do much for the imagination.
The Godot 2MB Jam sounds much more interesting; there are plenty of ways to get impressive-looking games into two megabytes. (Hint: it usually involves procgen.)
And I'd be remiss not to mention Godot Wild Jam #8, which starts this Friday.
With the success of the previous jam, ( https://itch.io/jam/godot-wild-jam with 20 brilliant entries and 143 ratings) we decided to go ahead and make the wild jam a monthly event. Super excited and looking forward to this month's games!
If you're experienced in C# and want to use it the mono version is great. The only downside is it's lacking exports for everything except desktop atm and has some bugs (I have yet to find any substantial). If you use it the main C# dev is returning soon so it'll be in a better state around next month I'd assume.
If you want to use the built in languages you can go with the regular or steam version. The steam version is the same except it lags behind with updates.
As for working together you can and on different computers using a version control system like git. If you don't know it there's a lot of information out there on it and even GUIs to make it easy.
I would definitely go with 3. There are a lot of neat new features in the pipeline.
As for differences between 2, take a look at the 3.0 release blog https://godotengine.org/article/godot-3-0-released
At this point I don't know if there's a good reason to start a new project in Godot 2. They still support it but I think the bulk of new features and improvements are going to be for 3.
In Godot 3.0 this is no longer the case thanks to the introduction of GDNative, which allows you to use code written in any language in Godot without having to recompile the engine. You can read all about it here. But be warned, it's still a brand new feature and documentation is lacking, so you'll have to do some research on your own.
Nice tutorial, this fog effect looks good.
Just a note on the color to make the shader more customizable. You can use uniform vec4 color : hint_color;
this will make it so you can use a color picker in the editor to pick a precise color for the fog. Then I would do
COLOR = color; COLOR.a *= final;
This way the developer can control the opacity of the fog with the alpha of the color, making it easier to create areas with thick fog or thin fog all with the same shader.
Also the reason the cubic function is x * x * (3.0 - 2.0 * x)
is because it creates a graph that goes from 0 to 1 and eases in and out. Try it on Desmos to see the graph.
Just download it from the site. Steam has 500mb worth of demos included that you don't need. I don't know what you think you're getting from compiling yourself unless you just want to be a l33t h4ckor. A rare few plug-ins will require compiling but the new system avoids that even. https://godotengine.org/download/linux
>"GDot"
I know Godot is tricky to pronounce for some, but I did not think it would be so hard to spell.
Someone please comment on their twitter and pass on a link to https://godotengine.org so people reading their tweet can find it more easily.
Still learning Godot and wanted to check out the voxel plug-in by ClarkThyLord. It's really cool! If you're interested in the source of my castle builder you can grab it here, feel free to ask anything about the development.
The Godot editor use TextEdit for input and syntax highlighting. Take the text and follow this to execute the GDScript. If you need another language then you gotta roll your own.
No, you don't have to do any of that. The only restriction is that you have to distribute the copyright notice and license statement of Godot Engine when you redistribute it, for example in the documentation or the credits.
For more details I recommend https://godotengine.org/license.
Have you already tried the LOD add-on from the asset library? https://godotengine.org/asset-library/asset/729
If you want to create your own implementation, that add-on might still be a good guidline for godot 3.x
In Godot 4, LOD will be available in the engine, so you could also try it out in v4 with the native implementation (not sure how functional that currently is)
In Godot 3.2, you will be able to hide it using Editor > Toggle System Console. This feature is already available in the master
branch.
If you're on Godot 3.1 or earlier, you can use RBTray to hide the command prompt to the system tray.
I think the first thing I need to interject here is that a language is only as powerful as the way that the programmer uses it. C++ (since it's been brought up) won't stop you from writing horrifying code, if you don't know it really well. Additionally, the majority of the advantages that C++'s few edges, like low level pointer math, will give you are typically taken care of in the rendering engine already.
That said, it's more a question of what you're comfortable with. Godot's language-agnosticism and expansibility is something I've always kind of admired about it; but you still need to ask yourself, is your team capable of understanding it? Is there a better alternative to it, which you are comfortable using? Are you comfotable/uncomfortable with duck typing? Is there anything just plain weird about the language that will be a problem, however minor, with the GDNative interface?
Godot has basically promised that GDScript (which is damned near Python, but not quite) will always be their language of choice, but they like flexibility. The support for C# is generally because of demand, both from users who may also have a measure of familiarity with Unity (which uses C# by default), and from companies who may already have an established C# workspace.
They cover it in detail here.
> Also a better way to prototype quick layouts as the basic meshes don't have hitboxes. I'd like some basic boxes with a texture that shows scale even when stretched and skewed. IIRC Unreal has textures like that.
Godot 3.1's new CSG nodes will help take care of that for ya! :-D
Nice job! You've clearly put a lot of effort into this one, it seems polished.
I sometimes use miro.com for brainstorming and drawing diagrams and mindmaps. The most valuable tool for an app like yours for me would be the ability to export diagrams to presentations slides or just as png files. Unfortunately miro has those only under paid plan, and they did not have individual plans last time I checked. Yours seem to have the presentation system built in, but it's not quite the same. I hope this feedback is helpful, but don't take it too serious, go for the features you see fitting, you did a great job so far!
Beginners only need to care about what https://godotengine.org/download points to.
Or refer to the linked release policy to understand what the various versions mean: https://docs.godotengine.org/en/stable/about/release_policy.html
The example project can be found here: https://my.mixtape.moe/sazard.zip
Was messing around with viewports again, and recalled an old project in godot I started a while back of taking voxel data and rendering out pixel art animations. I went through a lot of maths to get a very slow and chuggy animation program made but the results were pretty cool. I'd of saved a lot of time had I learned about viewports.
Root
-- viewport container
---- viewport
----- camera (3D)
-- MeshInstance (Voxel Model)
Here I'm using a default model from ephtracy's MagicaVoxel: https://ephtracy.github.io/
In order to get a 1:1 voxel to pixel art rendering you have to do the following:
Set your camera (3D) to:
-Orthagraphic
-Current
-Size to whatever the size of your Viewport is, in the example my Viewport is 32x32, so the size of the Camera is 32
Other things to note, I set my spatial material to unshaded, and had to apply a texture to it, in this case the one that exported with my obj from MagicaVoxel.
And you can retrieve your pixel art from a script that grabs the Image from Viewport.get_texture().get_data(), and use save_png() to save it to your desktop : )
The official asset library has no plans to offer paid assets, for legal and ethical reasons – the Software Freedom Conservancy handles the funds of Godot and would probably not be able to handle this as a nonprofit, and paid assets are often distributed under a proprietary license.
See https://godotengine.org/qa/4018/does-godot-have-plans-support-exporting-consoles-ps4-xbox-etc
PS4 definitely exists since Deponia was ported for the PS4 using Godot (yes, the desktop versions of Deponia use another engine, but the iOS and PS4 versions use Godot). All console publishers put their SDKs under very restrictive NDAs, so it's not possible to make those ports open source, hence the lack of interest in them overall as it's not particularly interesting to work on ports that you can't make public.
If you are licensed for some consoles, contact punto to discuss what you could have access to.
No, I can't read it and most importantly I can't write it so thanks for the name. Damn it's doing really well. https://play.google.com/store/apps/details?id=ru.skanersoft.bunker&hl=en_US&gl=US
Haha I'm really lucky, there is one company here in São Paulo that was looking to hire godot programmers to develop mobile games, and I got to be hired! We did jump down and monster mash
Visual shaders are getting a lot of improvements for Godot 4.0: https://godotengine.org/article/improvements-shaders-visual-shaders-godot-4
Visual scripting won't change as much because it doesn't have as many active contributors.
There's a short article here about transforming signals to callables.
The idea is that you can now specify exactly the function to call, instead of using the brittle system of writing the function's name in a string. This removes a huge possibility for bugs, and the editor can now auto-complete it for you.
It's like a functionref but the editor handles it for you. You don't have to explicitly create it or free it.
I'm going to make a post soon about how I updated my game-jam game from Godot 3 to Godot 4, where I mention everything that I had to update. It should help understand the changes required.
It's based on this demo! The game is rendered three times, with strong dithering, mild dithering, and no dithering. The dark dithering is rendered by default but lights are used to reveal the versions with mild or no dithering on top of it. Hope this makes sense!
Figured it out on my own, just wanna leave it here for future strugglers:
Apparently, according to this article, the mouse wheels only gives a just_released action and no pressed actions.
This means only Input.is_action_just_pressed("scroll_up_or_down_or_something")
works. is_action_just_pressed
and is_action_pressed
will not work for scroll wheels.
There's a 3.x branch on github, there also is this in the new release policy:
https://docs.godotengine.org/en/3.3/about/release_policy.html
Godot 3.4
Q2 or Q3 2021
supported Beta. Receives new features as well as bug fixes while under development.
And in the blog post:
https://godotengine.org/article/godot-3-3-has-arrived
So we've reopened a development branch for 3.x releases, which was used to develop this version 3.3. We'll now use it to develop Godot 3.4, which will be another feature release that aims at being compatible with older Godot 3.x versions (and will only contain some compatible changes backported from the in-development 4.0 version).
Since release policy has changed and there's really mostly info about 4.0 I'm lookin for info about the 3.4 now :-).
Btw 4.0 release is expected to abou about 2022 first half.
https://godotengine.org/article/camille-mohr-daurat-hired-work-physics
"And not just that, but Godot 4 improvements around GDNative will allow
different physics engines to be easily integrated as plugins. This opens
the possibility for Nvidia PhysX to be supported in the future."
"reddit game jams" in your search engine is a good way to answer that question. But I'm a nice guy so I'll post the link I found anyway: https://www.reddit.com/r/gamejams/
There are also tons of jams happening on itch.io all the time: https://itch.io/jams
Perhaps you mean with something like Godot 3.1's new CSG nodes? Or maybe with /u/mux213's Houdini-like procedural mesh generation plugin?
First of all, while karroffel mentioned me and other contributors in the previous report, I think it is fair to say that he is doing this all by himself, so if you can and want to help, I am sure he would appreciate it.
I do follow the IRC logs and I occasionally track his repository, and here is my take on the status of GLES2, especially from the point of view of my branch (3.0-gles2: https://github.com/efornara/godot/blob/3.0-gles2/GLES2.md ).
Both master and 3.0-gles2 are using a previous version (2D-only with some limitations, see below), so if you want to test the new features you have to compile his branch yourself. IIRC from the logs, the idea is to do another merge into master once PBR and lighting is useable. My guess (and I might be way off) is in 2-4 weeks.
Regarding 2D, in the current master/3.0-gles2 branches (2D-only), as far as I can see there are only three main limitations: no particles, no custom shaders and no (2D) lights.
Particles are not mentioned in the report, but they are tricky and probably a somehow lower priority. So, if you want particles anytime soon, you are better off using https://godotengine.org/asset-library/asset/189 . I haven't tried it, but my understanding is that you can use it on GLES3 to "bake" particle effects into a sprite and use that sprite in your GLES2 build of the game.
For custom shaders, the new developments might help. I tried a version a while ago and I had some issues, but I saw some commits recently that might have addressed them.
I assume 2D lights are not there yet.
It looks like 3.0.3-stable might be out in 2-3 weeks (again, only my guess). My current plan is to then release 3.0.3-gles2-v1 with the same limitations as 3.0.2-gles2-v1 regarding GLES2 support, and, if it looks useable/stable enough, 3.0.3-gles2-v2 soon afterwards with some more features (e.g. custom shaders, but still no 3D).
Same. I started using Joplin to keep track of what I'm working on. It also makes it easier for me to feel motivated to work on my game because I can pick something off the checklist and feel like I'm making actual progress. Instead of trying to "finish the game" and feeling overwhelmed, I can "finish animations for enemy" and feel accomplished.
One way I can think of is to create a box collider and place it at the position where the character will pass for the pop up to show.
On collision enter you show the pop up and then keep the pop up up while the character is within the box. On exit hide the pop up.
edit:
edit 2: renamed the nodes right before uploading file so example didn't work. This one should work. Sorry about that!
Here's an example project: http://www.filedropper.com/godotpopupexample (first time using file dropper, online reviews says it's legit site)
The player node has a kinematic body and it's collision shape is set to be a trigger. The chest node has an area2d node and a collision shape that is much bigger than the actual chest sprite and a popup node that starts hidden.
The area2d is used to detect when the player node enters and exits it.
After the node setup, connect the Area2D's body_enter and body_exit to the chest node creating functions to handle them. When player node enters the area you can animate in the popup or just show it and then the reverse on exit.
Hope this helps you do what you wanna do!
This was added in 3.4 here is the blog post which gives the full description:
https://godotengine.org/article/godot-3-4-is-released
TL;DR
Key W = W Always no matter the keyboard layout
Physical Key W = W on QWERTY Layout(American), but Z on AZERTY Layout(French)
One is Layout Dependent, where the other is Layout Independent.
This allows you to for example, always have the same Physical Location for WASD movement regardless of Keyboard Layout.
Most languages call this operation map. I don't think gdscript has this built-in, but you might be able to implement this yourself by using a FuncRef, although you won't be able to declare the function inline like that because gdscript currently doesn't support lambdas.
Lambdas are coming in godot 4, and I think I read that map is coming as well. So you could also just wait.
Godot Engine's license terms and copyright do not apply to the content you create with it; you are free to license your games how you see best fit, and will be their sole copyright owner(s).
https://godotengine.org/license
Beautiful!!! I would love to experience that in VR! FYI adding a VR camera to a Godot project is painless, that's one of the primary reason that it's my game engine of choice :)
I guess going with groups would be the savest approach. Instead of the name check add the original Sandpaper scene to a group called "sandpaper" and then:
func _on_Area2d_area_entered(area): if area.is_in_group("sandpaper"): # do stuff
>Does queue_free() not actually totally get rid of an instance?
It does, but not instantly.
I think using the itch client may speed things up a bit, but otherwise the usability is not so good to process entries sequentially indeed.
Note however that if you refresh the https://itch.io/jam/godotjam062018/entries page, all entries that you already rated are marked as such (and thrown at the end of the list).
Well Godot doesn't come as an installer, you just download the binary and run it and that's the new Godot version :)
So IMO downloading a portable binary every now and then is still much easier than pulling a Git repository and building from source, but if you want to do that, it should work too :) You'd just have to be careful of pulling the right stable versions (e.g. `3.0.3-stable` tag) so that it's compatible with the export templates, unless you want to build them all too from source (which can take several hours and quite some work setting up :)).
Alternatively, you can install Godot via Steam or itch.io, where stable versions are pushed and will update automatically when you run the Steam or itch.io client.
While Godot can do a lot of things, I believe it would be better to use a Web framework for this purpose (or even a ready-made CMS such as October, which is the one we currently use for the Godot website).
It's the same as other projects, just make sure you have a proper gitignore and a good Git client.
Since you liked GDScript sure, here's the high level multiplayer page from the Godot documentation. It also helps researching the rpc system, for multiplayer. Finally, it's also possible to use the low level networking along with it. Look for videos on it on YouTube for a step-by-step tutorial on how to create a lobby, it's fairly easy. I have no idea about Playfab and Photon 2 though, but since Godot is open-source you can technically implement whatever you intend on using. I have no idea how easy or hard that could be though, so I'd recommend looking into the built-in networking systems first.
This feature is called Google Play Instant. Regardless of whether you can create an "instant-enabled" app bundle from Godot, instant-enabled apps cannot be bigger than 10 MB, which precludes Godot games which are probably bigger than that.
Each sound needs to be played by a different stream player.
If it's the multiple calls to play() on them all that's annoying you, my Mixing Desk plugin can play multiple sounds at once, which may make things slightly simpler.
If you only want a shadow for the Tilemap, you can simply duplicate the Tilemap node and change the modulate property to black with a 50% alpha. Then offset the shadow TileMap duplicate position how you like it.
But in the reference screenshot you posted the characters and coins have a shadow too, not just the Tilemap. If you want this behaviour, I would recommend to add a ViewportContainer + Viewport to your scene and put all nodes you want to have a shadow as children of the Viewport. Make sure you enable the "Stretch" property of the ViewportContainer and the "transparent_bg" property of the Viewport. Then you can add the shadow shader you find here to the ViewportContainer Material.
https://godotengine.org/download
It clearly says 'mono' in the filename of the executable on your screen, it's okay, misclicks happen.
Just click the 64-bit button under 'Standard' and make sure it doesn't say 'mono' in the filename.
Godot allows you to get access to the path for the executable. https://godotengine.org/qa/14833/get-the-executables-directory
What I do is resolve the path to the executable then lookup everything in an unpacked-assets folder relative to the executable path.
Godot doesn't seem to have any features to help you build a zip with the unpacked assets in it so I just keep them in the target folder where Godot will output the executable binary.
It's also completely private. If they suddenly stop this service or raise a paywall, all of this is gone.
I think uploading shaders to the Godot Asset Library would still be a much better idea. If they are on the Asset Library, you can also directly download the shader into your project from within the editor through the AssetLib tab.
Here is a discussion about it.
The term for a sprite always facing the camera is called billboard. With that you can find a solution really fast. :)
You should be using is_instance_valid(someObject)
. Variables that are referencing objects aren't automatically nullified when the object is freed. Trying to use them will cause crashes. With your usage, I believe your project would crash in release mode, hence the change in 3.3 to make this more clear.
See the changelog: https://godotengine.org/article/godot-3-3-has-arrived#deleted-objects-debug
Here is a post from a few days ago where /u/Ansamemsium was looking for good learning resources as well.
I had listed some YouTube channels as well as a paid course, all of which I have found VERY useful. There were also many other helpful suggestions from other users.
My recommendation from that post if you don't want to dig:
HeartBeast and GDQuest are 2 YouTube creators that I have been following this past week and I found them to be exceedingly helpful. So much so that I bought into the "Hobby" tier of GDQuest's official tutorial to Godot. He also has a more in depth "Indie" version as well as a complete "Pro" version if you wanted to go that far. The free stuff on YouTube is a very good place to get comfortable though.
Been a general dev for about 4 years now and I always find it far more helpful to follow along in creating a project than just looking at them. Just a suggestion, not that it applies to everyone
I also just want to add, while I paid for a full course from GDQuest, this is not at all necessery. The same material can be found on YouTube, it is just a little less structured and organized.
It looks good, but I'm afraid it feels a lot less recognizable at smaller sizes due to the "cogs" being so small. It kind of blends with a generic "Settings" icon at this point (like the Android settings icon). Either way, we intend to keep the current logo for the forseeable future. Thanks OP for their proposal nonetheless :)
The proposed homepage design is pretty slick. We can't change the current design overnight, but I already plan to change the current website design incrementally to modernize it over time.
You also have an interesting list of FOSS tools to browse through here: https://godotdevelopers.org/forum/discussion/18511/other-foss-engines
Edit: Or even more complete: https://notabug.org/Calinou/awesome-gamedev
https://godotengine.org/article/dlscript-here
https://github.com/GodotNativeTools
You can write your own bindings using gdnative I believe. I use the dlang ones myself. I'm not familiar with reason but it may be possible if it can interface with C libraries.
Yes, see https://godotengine.org/article/godot-32-will-get-pseudo-3d-support-2d-engine
It justs renders everything under each CanvasLayer, and in the video they happen to be quick and dirty duplicates of the main TileMap, but you can use different TileMaps or even any other kinds of nodes.
Singletons and Autoload.
On the docs, they use the Player Health as an example:
http://docs.godotengine.org/en/latest/getting_started/step_by_step/singletons_autoload.html
Another simple example:
https://godotengine.org/qa/1883/transfering-a-variable-over-to-another-scene
Godot 3.1 introduces lots of fixes for the properties panel: https://godotengine.org/article/godot-gets-new-inspector
There are lots of other UX improvements, but 3D won't be much better until 3.2.
it seems you can make a multidimensional array in GDScript by literally using an array of arrays.
see this page: https://godotengine.org/qa/5122/how-do-i-create-a-2d-array
for performance, i would just use a 1D array and access it using (y * width) + x.
to make accessing the array easier, you could make a helper function that does the calculation, or maybe like a class that represents a multidimensional array (if possible.. not sure if it's possible to make a "pure code" class that isn't associated with any node types)
No, you're just lazy. An FPS controller has no place in a base engine that's supposed to let you make any game you want. Just use the asset library.
https://godotengine.org/asset-library/asset/41
https://godotengine.org/asset-library/asset/58
Um...Python isn't included in the engine by default. Even when it's fully "integrated", you'll still have to download the Python PluginScript from the AssetLibrary in order to use it. For now, you still have to install it from the associated godot-python repository.
You can use: > OS.shell_open("http://www.some-random-url.org")
Small pun The answer was literally the first result of the search "godot engine open url" in google.com, second place in duckduckgo.com with same search query.
site: https://godotengine.org/qa/5689/open-url-in-user-browser
The plan is within the first quarter. The way Juan has been marching through it, I wouldn't doubt they'll hit their target either.
> We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017
Source: https://godotengine.org/article/onward-new-3d-renderer
I've made my 2nd game after I was fired from my job few days ago :/ Its called RUD - Rapid Unscheduled Disassembly. It was named after one of Elon Musk's twitter about his SpaceX rocket explosion.
So, no surprise, in game you control space rocket and you need to get as high as possible - without RUD.
I wanted to make it difficult and demanding - it may be frustrating sometimes ;) But there are 3 levels of difficulty available There are online leaderboards available for all levels.
Please let me know what do you think about it :)
Its available for free on Google Play: https://play.google.com/store/apps/details?id=pl.upcode.rud
Not Github. Just Git. Github is a repository hosting site, Git is the version control system.
It's inevitable that you'll eventually make a really bad mistake. It's a simple fact of programming - what can go wrong, will go wrong. Provided you use git right, reverting your mistake will be as easy as running git checkout
.
Hello,
You want your character to use _unhandled_input. This function only process the input if any other input function (_input / _input_event) hasn't consume it.
You can look at this link: https://godotengine.org/qa/12831/can-anyone-explain-to-me-unhandled-input-and-handled-input
You want to use lerp.
https://godotengine.org/qa/65222/i-did-not-understand-well-lerp-function
Basically if you take the user's input, and set the x/y of your ship to where-ever their finger is then the ship will "jump" there. If you want to slow the transition down and only have the ship *move* towards that position, then lerp is what you want to use.
This seems relevant to your request:
https://godotengine.org/qa/64896/drawing-and-then-saving-a-png-file
The reply that describes how to export the viewport in to a PNG file should work for your case.
Instead of checking the texture you can use GridMap.get_cell_item(x, y, z) to find the ID of the mesh in that cell from the GridMap's MeshLibrary. If you have a specific mesh that represents empty soil you could check if the ID matches and then plant the crop.
In the GridMap page of the docs there are links to a basic introduction (https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html) and the 3D platformer demo which uses a GridMap (https://godotengine.org/asset-library/asset/125).
It will probably be easier to understand how they work if you set up a MeshLibrary and try to place a few items in a GridMap using the editor first, before trying to do it in code.
You didn't give it enough time (your thread is still on page 1 of new). There are many threads older than yours that don't have responses yet, that's just how forums work.
I would say that from what I've seen, Godot as an editor isn't really that heavy and you probably won't notice a big difference (90% of the time at least) by core number unless maybe you're going for a bargain Xeon CPU that can't really hold itself up when it comes to frequency/single-threaded performance. So probably don't base your CPU choice on Godot alone. I'm no expert though, and it is hard to find info on this as the search results skew towards thread usage for game development rather than the engine itself.
I'd imagine if it mattered at all you'd need to find the problem area(s) first. For instance a similar thing is that having a better GPU might help with texture compression times as Godot has a GPU-based texture compressor: https://godotengine.org/article/betsy-gpu-texture-compressor
Back to the CPU... It's for 4.0, but I did find this:
> Another very common problem users face in Godot is the long time it takes to import large amounts of images. To aid this, the new importer has been reworked to operate using multiple threads.
> This results in a performance improvement of over ten times (if you have a modern computer with multiple cores).
An 8-core isn't even an outlandish idea, so depending on your other use-cases and budget (along with which actual CPU choices) it might be a good idea especially if you can get it on sale (I did a Ryzen 2700* build with sale parts in 2019 for very cheap). Given your flair mentions Linux, it's probably a good idea just for software compilation (which can be Godot as well if you want to test/contribute to Godot 4.0 or just modify the engine).
*=I know that's not at the same performance level as a newer 8-core
I've extensively researched and experimented on this! Putting text in 3D really helps with immersion and clarity of what it actually means.
From what I've tried there are three options you can go for:
AnimatedSprite3D with a sprite sheet of numbers that you link up with a script which tells it which frame to use (number 364 - sprite 1 = frame 3 and so on)
move a control node to the position of the object (unproject_position method of the camera)
Use this plugin: https://godotengine.org/asset-library/asset/419 - which implements something that IMO should be core, Label3D, although it uses viewport s so beware of using too many of these. I haven't benchmarked but I can imagine that rendering many viewports at the same time could become a hog.
Lastly I'd like to mention that a core Label3D would be awesome. There are workarounds sure, but they either don't looks right, have performance implications or take custom logic to set up.
> Godot 4 improvements around GDNative will allow different physics engines to be easily integrated as plugins. This opens the possibility for Nvidia PhysX to be supported in the future.
https://godotengine.org/article/camille-mohr-daurat-hired-work-physics
From the official press kit released in May
>For native English speakers, we recommend "GOD-oh"; the "t" is silent like in the French original.
edit: which is to say, the press kit acknowledges that it can be pronounced in many different ways and that the English pronunciation is merely a suggestion.
I'm using a plugin called Gift. It has more features than just chat interaction, but it's the only thing I'm using it for currently. It is able to collect chat commands and whisper back to chatters so that it doesn't spam the chat with people asking for things that are only relevant to them, (like hero stats and inventory).
I am studying CS. And one of the subjects that gives nightmares is compilers. They are absurdly complex, so it's not as easy to write a compiler as it may sound.
Furthermore, GDScript does compile to bytecode when you export on release mode, and u/Calinou mentions in this post that there is a performance boost when the project is exported. Take it with a grain of salt, as the post is quite old by now and more than likely there have been changes to GDScript.