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How can I perform hot reload in Godot?

In the documentation for versions 3.5 and 4.3, it mentions that hot reloading is possible:

3.5: https://docs.godotengine.org/en/3.5/getting_started/introduction/godot_design_philosophy.html

4.3: https://docs.godotengine.org/en/4.3/getting_started/introduction/godot_design_philosophy.html

Godot tries to provide its own tools to answer most common needs. It has a dedicated scripting workspace, an animation editor, a tilemap editor, a shader editor, a debugger, a profiler, the ability to hot-reload locally and on remote devices, etc.

The Godot editor runs on the game engine. It uses the engine's own UI system, it can hot-reload code and scenes when you test your projects, or run game code in the editor. This means you can use the same code and scenes for your games, or build plugins and extend the editor.

But how exactly do you perform it?

For example, in Flutter, if you type r or shift + r in the terminal after running $ flutter run, it performs a hot reload. How do you do something similar in Godot? Does simply saving a GDScript file trigger hot reload? (It doesn't seem to work that way for me...)

(More specifically, in Flutter, r is hot reload and shift + r is hot restart.)

I am editing GDScript using either VSCode or the editor included with Godot, and I am running it using the play button(attached below) in Godot.


Since this is a large project, providing a minimal code example might be time-consuming or even impossible. Could you simply explain the steps for performing a hot reload? Is it possible to do this using only the inspector? Is it not possible to directly modify the GDScript file for this? Also, is the hot reload triggered automatically, or do I need to press a button to initiate it?

If I can understand the correct patterns and limitations for performing hot reloads accurately, I think I’ll be able to experiment on my own. (Or, I can give up on the patterns that don’t work.)

enter image description here

What exactly is component-based architecture and how do I get it to work?

My problems with OOP:

For a while now, I have been attempting to make full games on Godot, but I keep running into issues around poor organization and planning with my classes and OOP architecture. After days of working on a project, I would run into a devastating issue with the way I organized my class hierarchy, resulting in me having to restart or give up on the project to not waste time to go through and fix every class in the class hierarchy. I recently have started to be way too timid to get anything done with my project, fearing that one mistake in my organization could cause me to restart again.

What I think the functionality of Component-based architecture is:

When I came across component-based architecture, I thought I could be able to make a base class and then integrate component classes that serve separate functionalities to the base class, so I wouldn't have to make large class hierarchies and better manage and organize my code.

Why I need help with implementing component-based architecture:

While trying to implement a component-based design, I found that I had no idea how to exactly make one work at all. I don't understand how I could integrate the functionality of one class into another without having prebuilt code that is made directly for each possible component, which beats the purpose of component-based architecture. I don't know how I get the base class to properly run component code without directly and consciously addressing each type of component. I keep trying to do research on my own, but I just end up getting more confused as I try to look it up.

Tree3D Procedural Tree Add-On For Godot

Od: Mike

GameFromScratch.com
Tree3D Procedural Tree Add-On For Godot

Tree3D is a Godot Extension (implemented via GDExtension) for Godot Engine 4.1 or higher that is used to create procedural trees. If you do not wish to build the extension from source, there are precompiled Windows binaries available here. The project is open source, implemented in C++ and released under […]

The post Tree3D Procedural Tree Add-On For Godot appeared first on GameFromScratch.com.

Marvel Snap Developer Moving to Godot Engine

Od: Mike

GameFromScratch.com
Marvel Snap Developer Moving to Godot Engine

The developer of the popular Unity mobile title Marvel Snap, have just announced they are using the Godot game engine for future game development. In addition they have invested in Godot based company W4Games (learn more). Details from Venture Beat: Second Dinner said it will invest in W4 Games and it will also […]

The post Marvel Snap Developer Moving to Godot Engine appeared first on GameFromScratch.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Godot, Unity and Unreal Engine Blender Add-On Review

Od: Mike

GameFromScratch.com
Godot, Unity and Unreal Engine Blender Add-On Review

As part of the Blender Markets Essential Game Modding Toolkit Humble Bundle, today we are looking at three of the game engine related add-ons available in the bundle. These include Blender to Unity, Blender to Unreal as well as the Blender to Godot 4 Pipeline add-on. Blender to Unity Blender-to-Unity is […]

The post Godot, Unity and Unreal Engine Blender Add-On Review appeared first on GameFromScratch.com.

Leartes Studios Unreal Unity and Godot Mega Flash Sale

Od: Mike

GameFromScratch.com
Leartes Studios Unreal Unity and Godot Mega Flash Sale

There is a new bundle of interest to game developers, the Leartes Studios Unreal | Unity | Godot Mega Flash Sale Humble Bundle. This is a huge collection of 3D assets for Unity, Unreal Engine and for the first time ever directly for the Godot Game Engine as well! Not […]

The post Leartes Studios Unreal Unity and Godot Mega Flash Sale appeared first on GameFromScratch.com.

Godot Powered Action Game Maker Engine

Od: Mike

GameFromScratch.com
Godot Powered Action Game Maker Engine

The creators of Pixel Game Maker MV and RPG Maker have announced a new game engine, Action Game Maker and this one is being built on top of the Godot open source game engine. This is ultimately a replacement for Pixel Game Maker MV (or PGMMV) although it will not […]

The post Godot Powered Action Game Maker Engine appeared first on GameFromScratch.com.

How To Check Collision In Godot 4?

I am making a 2D game where I need to check if any "specific" object is colliding with another "specific" object in order to change it's behavior. I know that you can check collisions with Area2D but what if I wanted to change the behavior of the object based on the objects it's colliding with?

Like:

if colliding with A:
    color = yellow
else:
    color = white

How do I convert a voxel model to a low-poly mesh with texture mapping that accurately mimics the coloured voxels?

I've created a model in MagicaVoxel (A) and I want to use it in Godot. I imported the model into Blender, but then realized that it's using a very high polygon count for such a simple model. I found that using MagicaVoxel's OBJ export yields interesting results in that voxels of the same colour share polygons (B), but when many different coloured voxels are next to each other, it still creates a high polygon count.

voxel polygon count

Ideally, I'd like to have a model that is the lowest polygon count possible (C) with an accurate texture map to mimic the voxel colours. Is there an existing tool to achieve this? I really like how MagicaVoxel works and I'm not interested in using Blender to model or manually texture the mesh, but maybe there's a plugin for Blender? I'm open to suggestions.

As a side note, it's possible that I could just use the OBJ file as is, but I wonder about performance. Mesh B has 216 polygons, while mesh C uses 140. This is just one asset in a medieval adventure game and I'd like to have a very cluttered world. ;-)

Edit For clarification: MagicaVoxel exports an OBJ file with accurate texture mapping, but isolates different colours of voxels to their own polygons, creating more polygons than are required. Mesh B is the result (I imagine this removes the need for any anisotropic filtering). Mesh C was also exported from MagicaVoxel, but with the colour information removed. Thus, without the desired material information. I just wanted to avoid any confusion with what MagicaVoxel can do on it's own. Maybe there's a solution within MagicaVoxel that I'm not aware of?


Update: I believe Blender can do what I need, but it's going to require a lot more research to get it right. I was able to get a texture map to bake by diffusing colour with some success (some faces got the wrong colour, see the yellow near the bottom of the blade), but I couldn't quite figure out how to do it with vertex colour emissions to see if the result would be better. Then (as you can see in the sword handle) I need to setup up a pixel perfect UV and texture map, prior to baking. I'm kind of leaning away from doing it manually in Blender, to be honest. I may have to do this for a thousand or more models, and every time a model is edited.

blender baking attempt

I'm going to let this question sit for now in the hope that there's an easier solution. Maybe a script exists to do this? Maybe I should learn how to write my own? In the meantime, I can still proceed with the higher polygon counts in the OBJ exports from MagicaVoxel. The neat thing about the native MagicaVoxel OBJ exports is that the texture map is a simple 1px tall by 256px wide palette PNG file (every colour is a single square pixel) that all meshes can share. Everything can use the same texture file. Maybe that offsets the higher polygon count performance hit? Anyway, I'm taking a break from Blender. ;-)

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

How to match Sprite3D's collision poly to its billboard transform?

Assume there is a Sprite3D with a Y- billboard flag on. This sprite3D has a matching CollisionPolygon3D Collision polygon3D is set up to "look" at the camera with a look_at() function, similar to the Y-billboard.

However, the collision poly and the sprite3D do not match at non-orthogonal angles:

Angle to camera is about 45deg

(Angle to the camera is about 45deg)

I understand that Y-billboard flag achieves the "look at the camera" effect with a shader, while look_at() is a spacial matrix transform. Yet, is there a way to align these two?

How to prevent Sprite3D from clipping into nearby objects?

Gotot 4.2

Sprite3D is very useful for representing 2D objects within the gameworld. However, when billboarded (Y-billboard), 3D Sprites are prone to clipping into the floor/walls/other 3D models they are close to.

enter image description here

There is an easy way to "force" the sprite3D to be drawn in front of the cube by checking "No depth test" in the sprite 3D's flags, but that makes the sprite visible through all walls/floor.

The other method I tried is to manipulation of the sprite3D's and Cube's material transparency settings:

3D Cube's and Floor's material:

        Transparency: Alpha
        Blend Mode: Mix
        Cull Mode: Disabled
        Depth Draw: Always
        No Depth Test: unticked

This solves the "see-through walls" problem and prevents clipping through the cube, but the sprite3D is still visible through the floor.

Is there some other way to prevent this clipping? Maybe to have the sprite's depth (or "render order") depend on its origin?

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Godot TileMap Replaced with TileMapLayers

Od: Mike

GameFromScratch.com
Godot TileMap Replaced with TileMapLayers

In the move from Godot 3.x to Godot 4.x one of the few regressions was support for 2D tiled maps. Since the 4.0 release however, several features are being reintroduced to bring Godot up to parity with the older versions. In the upcoming release of Godot 4.3 (currently in Beta1) […]

The post Godot TileMap Replaced with TileMapLayers appeared first on GameFromScratch.com.

Is the position of a control relative to its anchor in Godot engine?

I'm trying to place a button on the bottom right corner of the screen, so I tried to put all the Anchor parameters in the inspector to the value "End" but the position still needs to be specified relative to the top-left corner. If I try changing the margins in the inspector it kind of works but then I have to change all four margins taking into account the size.

enter image description here enter image description here enter image description here

How to rotate 2D arm around shoulder so gun points at cursor?

I'm trying to program 2D mouse aim, where the arms and the gun in the arms rotates to point at the mouse. But for some reason, the arms and gun rotate and do not follow the mouse position.

The each of the arms and the guns are separate node that are parented to an orbit node that is located on at the shoulder of the arms.

The following code is script that is attached and running on the orbit.

    var mousePos = get_viewport().get_mouse_pos();
    var dir = get_pos();
    var angle = (atan2(dir.x,dir.y))+(2*PI);
    var arm_gun_dir = gravGun_Ref.get_pos()-get_pos();
    var arm_gun_angle = (atan2(arm_gun_dir.x,arm_gun_dir.y))+(2*PI);
    set_rot(angle-(PI/2));

Here is a GIF of the result of this setup: enter image description here

Here is an image showing where the positions of the upper arm and the gun.

animated clip of result

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Low Poly Game Dev Humble Bundle

Od: Mike

GameFromScratch.com
Low Poly Game Dev Humble Bundle

There is new Humble Bundle of interest to game developers, the Low Poly Game Dev Bundle is a collection of low polygon game assets from Eldamar Studio and AnimPic Studios. The AnimPic assets are for Unreal Engine and Unity but can easily be exported to other game engines, the Eldamar […]

The post Low Poly Game Dev Humble Bundle appeared first on GameFromScratch.com.

Godot on signal trigger external animation

It may not matter, but I'm following How to make a Video Game - Godot Beginner Tutorial. I want to implement the dying animation instead of removing CollisionShape2D from the body (parameter passed to Area2D's _on_body_entered signal).

The player:

enter image description here

The player animations:

enter image description here

The code to remove the CollisionShape2D (player falls off the screen before restarting, based on tutorial) that works:

func _on_body_entered(body):
    print("You die")
    Engine.time_scale = 0.5
    body.get_node("CollisionShape2D").queue_free()
    timer.start()

What I've tried to get dying animation to play:

func _on_body_entered(body):
    print("You die")
    var player_anim = body.get_node("AnimatedSprite2D") # tried a single line as well
    Engine.time_scale = 0.5
    player_anim.play("dying" )
    timer.start()

I get no errors, it just resets after the designated amount of time. Is it possible to trigger player dying animation from Area2D script?

Cannot figure out how to properly align content with resizing window

I'm trying to create a Godot game that runs in a resizeable window. The larger the window, the more of the game world players should be able to see - i.e. I do not want the game graphics to get scaled up.

The structure of my main scene is as follows:

(A) Node2D
  (B) Camera2D
    (C) Control
  (D) Node2D

(A) is offset by half the viewport width/height as configured in the Project Settings under Display -> Window.

(C) is actually the root of a scene that displays a command bar for controlling the game. It is positioned at the bottom of the viewport.

(D) is the player object.

The camera (B) is set to center on the player object (D) (by means of a RemoteTransform2D).

Dissatisfactory Observation 1

When I run the game, everything looks fine. Once the window is resized (e.g. maximized), the player remains in the center, but I can see a bit more of their surrounding.

However, (C) still has the same position relative to the player object (D). It seems the window gets enlarged to all sides around its former center, rather than e.g. down + right, as I would have intuitively expected.

Now, I can probably reposition (C) programmatically when the window size changes, but I wonder whether I can somehow align (C) automatically to stick to the bottom of the viewport.

I have tried setting anchors_preset for (C) to "Bottom Wide", but that somehow makes (C)'s top left corner snap to the center of the viewport.

Dissatisfactory Observation 2

As some kind of an (almost) screen-filling pop-up, I instantiate a MarginContainer (with the same margin width on all sides) with some controls inside, set its anchors_preset to "Full Rect", and attach it directly to GetTree().Root (i.e. the window itself). This works well in the window's original size.

Once I maximize the window, however, the margin on the right and bottom is gone, and the margin on the left and top have grown considerably, as if the MarginPanel were not anchored to the window at all and had been shifted right and down a bit.


How do I properly anchor my UI controls to a resizeable window?

How to prevent the "_ready" events and pre-ready var declarations in a loaded, instantiated scene?

I have a simple save game/load game system that packs the entire world scene to the disk, then loads it via ResourceLoader.load():

var loadedGame = ResourceLoader.load(SAVEGAME_PATH,"",ResourceLoader.CACHE_MODE_IGNORE).instantiate()

It works fine, and the game state is somewhat successfully saved/restored. The problem is that upon loading the game (i.e. instantiating the loaded scene) all _ready events on ALL the nodes inside it are fired off again and all variables that were declared pre-ready are re-declared (i.e. revert to the original values).

Is there a way to suppress these _ready events and re-declarations in this specific use case?

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

making a 5 minute Metroidvania prototype and wanna know if my dev process is good

I've been learning Godot and game dev as a whole since the start of this year and I've sunk dozens of hours into practicing making games in it, lately I've set out to make a very small sort of "test Metroidvania", I'm following a tutorial series on YouTube , and while the series isn't complete, it has everything I need, I've already implemented a lot of the stuff in the series, and I already have past experience with coding some basic features that aren't in the series.

Here is the scoping for my game, ✅ means I already implemented the feature, 🕛️ means I've yet to code it and implement it.

My Scoping for this game:

  • Simple auto tile map with nice details ✅

  • Basic Player movement ✅

  • Player can Jump ✅

  • Player can attack with a sword and even use it while jumping and moving ✅

  • Player can double jump and even triple jump ✅

  • 1 enemy type that can fly and chases the Player's position ✅

  • Player can collect power-up that allows them to double jump ✅

  • Player will be able to hit the enemy and kill it 🕛️

  • Designing the level itself (it's gonna be pretty small lol) 🕛️

  • Simple platforming challenges 🕛️

  • Player will have to backtrack to the start once they obtain the double jump to reach the end area 🕛️

  • a boss at the end that is just the flying enemy but bigger and has more health 🕛️


Features that I wanna implement in future versions:

  • Player health and lose state 🕛️

  • Spikes that damage the Player 🕛️

  • A walking enemy 🕛️

  • The same boss again but with enemies around it lol 🕛️

  • More platforming challenges 🕛️

  • Walljump 🕛️

  • Keys and locked doors 🕛️

  • Dash 🕛️


I've been told to start small and always prototype, "the key is to always have a finished game at the start", I'm also trying to relatively stay in my current comfort zone with coding the features, I really don't wanna bite off more than I can chew and end up cancelling the game because I can't code essential features of it

So yeah that's my development, I'm confident I'm gonna be able to finish this game with my current skills, I just wanted to share my development and see if I can get any feedback, criticism is appreciated!

The game!

Instant Realistic Lighting in Godot

Od: Mike

GameFromScratch.com
Instant Realistic Lighting in Godot

Out of the box the lighting system in Godot doesn’t give amazing results. In fact, out the box the lighting system in the Godot game engine ONLY works in the editor, which can be more than a bit confusing for beginners. Thankfully we have an in-depth lighting tutorial that will […]

The post Instant Realistic Lighting in Godot appeared first on GameFromScratch.com.

Momentum for a First Person Controller in Godot 4

My First Person Controller (CharacterBody3D) currently has no momentum at all. By the way, I measure my movement speed in the debug panel (hotkey ~) with velocity.length() and when I get pushed by one of the platforms (see this video), my speed stays at 0 while I'm being pushed, which isn't how it supposed to be. What would be the best way to add a momentum/inertia feature and measure my current speed at all times?

enter image description here

Source: https://github.com/CryptoMares/FPS-Player-Controller

Thanks!

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

How do I place the local center of my tilemap at 0,0?

If I have a tilemap that is 4x8, positioned at 0,0 in the editor as follows:

4x8 tilemap positioned at 0,0

What code would I use such that it ends up "centered" when my game runs?

I'm hoping for an end result that would look like this:

Demonstration of 4x8 tilemap centered by moving the tilemap to -24x-24

As you can see, the tilemap has been moved left 24 pixels and up 24 pixels. This example is manually done, but I'd like to be able to do it using the Godot APIs so that tilemaps of different dimensions can be centered.

Make Godot Engine More Organized with TODO Manager

Od: Mike

GameFromScratch.com
Make Godot Engine More Organized with TODO Manager

A follow up on our earlier discussion on how to improve the Godot game engine (by making it prettier), today we look at another handy plugin that makes Godot more organized. If you are used to littering your code with TODO or FIXME type comments, this handy add-on helps you […]

The post Make Godot Engine More Organized with TODO Manager appeared first on GameFromScratch.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

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