The editor supports selecting, translating and resizing UI controls (possibly with snap). You may have already seen it in the movie. It is possible to use custom components within the editor. New build tool command “castle-engine editor” will run Castle Game Engine Editor within the current project, with possible project-specific components. It will automatically build …

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Just a heads up to let everyone know that there might be some ‘downtime’ as we transition to new infrastructure. This will happen Saturday around 17:00 GMT and hopefully no one will notice a thing. If they do, they will notice something like:
https://maintenance.openmw.org

Feel free to join us on IRC or Discord. Our longtime comrade, developer and infrastructure […]
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 Uncategorized  Reimplementation  Engine

 
Cocos Creator v2.0.4 launched with Google Play Instant support!

@slackmoehrle wrote:
Image/photo

Cocos Creator v2.0.4 with Google Play Instant support!


The Playtime Conference hosted by Google Play was held in Germany on October 18th, 2018. The BIG NEWS: In partnership with Google, Cocos Creator v2.0.4 was released, supporting Google Play Instant games.

Google Play Instant and Cocos


In March of this year, Google showed Google Play Instant, a game store-based distribution solution called Search Instant. For the player, they are allowed to try the game before deciding to download the full version of the game, which greatly saves their device storage space. For developers, it means they can offer a demo experience to players who wouldn’t have installed these games, which in turn will increase the game download conversion rate.

Google Play Instant offers a higher APK size limit (10MB), support for progressive downloads for both executable code and game assets, allowing developers to use the NDK and game engine with existing toolchains. In order to make instant apps and games easier to build, as a Google Play Instant technology access partner, in May of this year, the Cocos engine began to do integration testing with Google and beta users of the Cocos community.

Developers only need to select Google Play Instant as the publishing platform to automate all technical docking of the Google Play Instant platform. The output is compatible with Google Play Instant. Technically-standard games, quickly launched on Google Play Instant for testing, greatly reducing development costs.

Release Notes


v2.0.4 only adds Google Play Instant Support, no other changes from v2.0.2.

Documentation is here


Download: Windows or macOS


Posts: 2

Participants: 1

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 Announcements  Engine

 
We’d hope that this would go without saying, but sometimes it needs to be explicitly said… do unto others as you would have them do unto you. In other words, help us help you. We have a commitment to ourselves to try to help, where we can, to be kind and patient. We ask that […]
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 Uncategorized  Reimplementation  Engine

 
Thanks to Alexander Skvortsov and Yevhen Loza, the complete book “Modern Object Pascal Introduction for Programmers” is now available in Russian. Read it here in the Russian version: HTML version – “Modern Object Pascal Introduction for Programmers” in Russian PDF version – “Modern Object Pascal Introduction for Programmers” in Russian My many thanks go to …

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Godot Wild Jam

While the
https://youtube.com/watch?v=v=G2c_kL23yI8

), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam.

Conveniently starting right after GodotCon, the second iteration of their monthly community jam already has lots of signups on itch.io - and because we always love community members stepping up to create things for others to enjoy, we encourage you to join them and have fun!

If you want to know more, read on as we'll let them speak for themselves:

What is the Godot Wild Jam?


This game jam is here to inspire you to let go of your limits and Go Wild. Make a game in 9 days, and be part of a monthly event that will give you experience, add to Godot the community, and help further develop the engine. We strongly encourage the use of Godot 3.1 so as to stress test the engine, but all levels of experience are welcome. Please be sure to report any bugs you discover!

Where did it start?


The artist of Stern Flowers, Krystof, was anxious for the next Godot jam. Rather than wait for one to happen, he pitched the idea of organizing one to our group. Immediately, we ran with it. We decided that we wanted to have a game jam that would allow people to discover how easy Godot is. We wanted to test out new features. We wanted it to be fun and relaxing. We wanted it to be wild!

Kati, the group’s designer, created the jam page, while Krystof designed the jam’s image, including logo and color schemes. A Discord server cropped up, and John, one of the group’s programmers, made a dedicated website to the Godot Wild Jam. Even before the theme announcement, our composer, Kyle, made a killer video to present the theme in an over the top and engaging way. Staying true to our word, we provide a link to an itch.io page kept by Ernest, our other programmer, where bleeding edge builds of the engine are compiled every day for OSX, Linux and Windows, including export templates. All of Stern Flowers has worked hard to make this game jam a memorable one.

Why join?


This was the first time any member of Stern Flowers had hosted a game jam. We shared our jam page in every Godot-related space we could, and this gave us a lot of feedback. We listened and updated. By the end of our first game jam, we had 100+ participants around the world and 20 awesome games to play.

Now, we are about to start our second round of Godot Wild Jam. It has and will continue to be an amazing journey. We are proud to see the Godot Wild Jam community grow and are extremely thankful to our participants. We are also honored by the Godot Developers who have chosen to highlight our work.

We will see you at the next Godot Wild Jam. The next theme. The next game.
Who even is Stern Flowers?

We are an international group of game developers who found each other roughly 8 months ago for the second iteration of the “UE4 vs Unity vs Godot” jam. We used Godot, developing Roaming Ravenous and won first place. Since then, we have continued to work together on several other projects, Power Tower being the most recent one. Should you have any questions or curiosity gets the better of you, get in touch or check out our itch.io page.

Thanks for reading - and a big heartfelt thanks to the organizers. Godot Engine is and always will be a community effort - thank you for being part of it!
 Engine

 
Version 0.7.0 of TES3MP, a fork of OpenMW that provides players with multiplayer experience, has been pre-released! Full details and download here. But in short, what’s so good about this? Well, for starters, here are a few new features to pique your interest: – Custom spells, potions and enchantments can now be created through regular […]
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 Uncategorized  Reimplementation  Engine

 
I made a new demo of water using Castle Game Engine. The demo is available in demo-models repository, in the water/simple/ subdirectory. Open it with any viewer using the latest Castle Game Engine code, for example use the “daily build” of view3dscene. Here’s a movie:)
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Schedule for GodotCon 2018 in Poznań

As announced a few weeks back, we're organizing a Godot Convention (GodotCon) in Poznań, Poland, on 10 & 11 October 2018.

The organizers of the Game Industry Conference (which is also in Poznań just after GodotCon) are letting us use their great venue, and it will be a great opportunity to get together with Godot users and core developers (our lead dev Juan Linietsky is coming from Argentina).

If by any chance you're close to Poznań and free next week, you can still register! It's free, you just have to fill this form to let us know. See the events page for more details.

Talks, workshops and speakers


The schedule is not 100% final yet, but here's an overview of the talks/workshops that we planned so far, and some information on the speakers. The order shown below is only indicative, the exact time for each activity will be given Wednesday morning.

As mentioned on the events page, we plan two different focuses for the first and second day. The first day will focus more on engine contributions and technical discussions around the roadmap and future features, while the second day will be more general purpose with different talks and workshop to share game-making knowledge. Everyone is invited to attend both days though, we'll have activities proposed to match all interests.

Wednesday, 10 October 2018

  • Talk: The many ways to contribute to Godot | Rémi Verschelde (Akien)
    • Godot relies on its community to evolve, and there are many ways for everyone to contribute depending on their skills and interests.
  • Demo: A short guide to contributing to Godot's editor | Gilles Roudière (groud)
    • Godot's code base is big, but well organized. Gilles will show how to dive in the editor/ folder to make changes to the editor without impacting the core engine.
  • Workshop: Hacktoberfest workshop - come and fix Godot! | All core devs as tutors
    • Bring your computer and work on fixing engine issues or writing documentation under the guidance of core Godot devs.
    • Prerequisites: Laptop with Git, and for code contributions a C++ compiler installed.
  • Talk: New networking features and Multiplayer API in Godot 3.1 | Fabio Alessandrelli (Fales)
    • The next release comes with many new networking and multiplayer features, both high level APIs and support of protocols like WebSocket, WebRTC and UPNP.
  • Workshop: 2D game workshop/demo | Leszek Nowak
    • Leszek will demo the development of a 2D game with audience interaction. Several options will be available based on attendees' interests: platformer shooter, space shooter with enemy AI, drift racing game, and pong with a twist - destructive environment.
  • Dev discussions around current topics, everyone welcome to chime in and see how FOSS gets made:
    • Roadmap for future Godot versions: 3.2 / 4.0
    • Upcoming changes for the networking API | Fabio Alessandrelli (Fales)
    • Potentially other topics based on needs/interests
The above activities are intentionally planned not to fill the whole day, so that there is time to get to know each other, present one's work to other attendees, playtest games, etc. We'll shape the day based on the interests of the audience to make the most out of it :)

Thursday, 11 October 2018

  • Demo: Showcase and insights into the new TPS demo | Juan Linietsky (reduz)
    • Juan will show us how the exciting new TPS demo is set up, with insights in how to import assets, set up 3D scenes and configure the materials and environment for such a visual output.
  • Talk: My Godot toolbox: patterns, animation and encapsulation | Jakub Grzesik (kubecz3k)
    • A quick set of patterns, tricks and rules that I like to keep in mind when I'm developing a game in Godot Engine.
  • Talk: Presentation of simedis AG and its use of Godot | Ilaria Cislaghi (QbieShay)
    • Godot is a powerful multipurpose engine that can be used for pushing the boundaries of medical simulation. In this presentation we will explore non-conventional use of the engine, software practices that emerged during development and thoughts about Godot itself.
  • Talk: Procrastinators hate him - a simple trick to keep development momentum | Mariusz Chwalba (koder)
    • Overview of simple tools and tricks that will get your project released, handpicked from agile development methodology. Simple and overhead free.
  • Talk: Simulations with Godot at Jagiellonian University | Leszek Nowak
    • Jagiellonian University is deploying Godot as main teaching software for Geometry and Simulation. Leszek will present their project and how the Godot community can benefit from it.
  • Talk/demo: How I grow with grass shader | Krzysztof Jankowski (w84death)
    • My story of learning shaders the hard way - by doing an awesome grass shader!
  • Workshop: Normals can be fun | Mariusz Chwalba (koder)
    • Basic way to get a normal mapped 2D sprites from Blender to Godot, and a few fun things you can do with them in Godot.
    • Prerequisites: Laptop with Godot 3.x and Blender 2.79c installed.

The speakers


Here's some info about our GodotCon speakers. Note that we're still accepting late proposals of activities, so you could be one of those too :)

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Ilaria Cislaghi is a game designer working for simedis AG, a company specialised in virtual reality medical simulation. In her free time, she enjoys developing games about Antarctica with Godot.

Fabio Alessandrelli is a core Godot developer and maintainer of the networking stack of the engine, among other contributions. As an indie dev, he also published Aequitas Orbis in early access, a multiplayer 2D space game using Godot 2.1.
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Gilles Roudière is one of Godot's core developers and focuses lately on the engine's usability, with many changes to the editor like an enhanced FileSystem dock, a better workflow in the 2D CanvasItem editor and a new axis handling system for gamepads.

Jakub Grzesik is the programmer half of Polish studio Kivano Software, who brought us the Godot game Marble Machine and is now getting close to releasing RivenTails: Defense. He's also a contributor to Godot's bug triage team.
Image/photo

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Juan Linietsky is Godot's co-creator and lead developer, and oversees most of the features added to the engine to keep it efficient and well-designed. He splits his work time between writing code himself, and helping other contributors make good changes.

Krzysztof Jankowski is the prolific coder of FOSS-focused Polish studio P1X, and worked on projects such as Tanks of Freedom, Piradice and BitWars.
Image/photo

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Leszek Nowak teaches Game Development at the Jagiellonian University in Krakow, where they are now using Godot as default teaching software for Simulation and Geometry courses. He also made over 10 games with Godot during game jams.

Mariusz Chwalba describes himself as a programmer by trade, gamer by hobby, game developer for fun. He loves sci-fi and fantasy - both movies, books and games - and works on ΔV - Rings of Saturn with Godot 3.1.
Image/photo

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Rémi Verschelde is Godot's project manager, working relentlessly to facilitate contributors' work and make sure that it fits Godot's architecture and standards. That also implies organizing community events like this GodotCon :)
 Engine

 last edited: Fri, 05 Oct 2018 19:00:00 +0200  
Godot Slides: gamified slideshows made in Godot

Last year, I was invited to present Godot 3 at a few venues in France:

Image/photo

Making good presentations takes a lot of time, and I felt fellow teachers and in the community could reuse this one.

As Godot has an international community, we would need to translate the slides and to use a technology that would allow us to improve it over time. Traditional slideshow programs are not designed for that, so they were out of the question.

It turns out there's a mature technology that would allow us to create many translations with ease, to showcase interactive game demos, and lot more than that: the Godot engine itself. That is how Godot Slides was born.

Long story short, the first version was tricky to use. Although it was available in seven languages, the presentation was a little too long and technical. But some of you used it all around the globe, showing there was a need for it. So...

Better, Faster, Stronger: Godot Slides 2.0


Slides 2.0 is a complete makeover of the slideshow system: it is now entirely drag-and-drop, it's modular and extensible, it uses Godot's built-in translation system, the engine's UI system, and it's easier than ever to insert game demos inside of your slides!

You can even change the language in real time if, like me, you have to give it into two languages at the same time.

Image/photo

Godot Power pitch: a 10 minutes intro to the engine


Slides ships with a 10 minutes introduction to Godot, a few of its flagship features, and information on how to get started with the engine:

It's a short talk you can give at gamedev meetups, or for longer presentations, to get everyone on the same page before showcasing the editor for instance. The Power Pitch is still a little technical, with a few slides targeted at developers. But as it's short, it should not be too dull either.

New languages and better pictures: we need your help!


At the time of writing, the presentation is already available in English, French, Japanese (written by me, so it needs proofing), and Spanish thanks to Antonio Torres Moríñigo.

Here's a video guide to contribute a new language:

Even if you're not familiar with Git, but you would still like to do translations, you can still contribute as explained in the tutorial, be part of the project history, and appear in the contributors' tab!

Please help us translate it into new languages! It will help people in your community cover the engine in their native language. This contribution will count towards your Hacktoberfest progress as well.

We're also looking for beautiful pictures of the editor with professional grade assets, to not only showcase some of the latest features in Godot 3.1 but to hopefully impress people.

You can get Slides 2.0 project on GitHub right now (please give it a star to help more people find it).

When you give the presentation somewhere, feel free to ping me on Twitter @Nathan_GDquest! I'd love to know if people are using it!

Thank you kindly for your time.

 
In catching up with our delay in bringing out these posts, we have decided to cover the developments in the months of August and September in a single blog post. This allows us to better focus our developments on the work ahead, concordant with our plan to release 1.10 before the end of the year. […]
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Become a Godot contributor for Hacktoberfest 2018

October arrived, and with it one of the great community events of the FOSS year, the Hacktoberfest!

This event co-organized by Digital Ocean and GitHub has simple rules: contribute 5 pull requests to open source projects on GitHub, and you will get a cool T-shirt (plus eternal recognition from project maintainers and internal fame in many communities, or something close to that ;)).

And of course, Godot being one of the GitHub-hosted projects, you can work on your Hacktoberfest milestones by contributing directly to Godot's source code or documentation.

Getting started


First of all head to the Hacktoberfest 2018 website and register with your GitHub account (if you haven't one, you'll have to register there too). The Hacktoberfest website has plenty of resources to get you started, and tips on how to find projects that you could be interested in, so make sure to check it in depth.

For Godot specifically, here are relevant links and tips:

Engine contributions


If you want to contribute to the game engine itself by fixing bugs or implementing enhancements (note that new features would be put on hold as we are in feature freeze - you can still make them but you wouldn't get much feedback for now), head to the godotengine/godot repository. Most of the code is C++, with some bits in Objective-C (iOS/macOS), Java (Android) and JavaScript (HTML5).

This is also the place to work on the class reference, the documentation of all nodes available in Godot and their properties and methods.

Here's how to get started:If you want to work on the class reference, have a look at the dedicated page.

Documentation contributions


To contribute to the online documentation and tutorials, the main repository is godotengine/godot-docs. Note that as mentioned above, contributions to the class reference should instead be done directly in the engine repository (as the class reference is also included offline in the editor).

Here's how to get started:
  • Check the list of issues and see if there's anything you'd like to work on.
  • Review the documentation on how to write documentation (yes, that has to be documented too!).
  • Join the #documentation channel on Godot's Discord server (most active place to discuss with fellow documentation contributors), or if you prefer the #godotengine-doc IRC channel on Freenode (but it's less active).
That's it! It's a lot of links and documentation, but you of course don't need to review everything in depth, look in priority at the contributor's documentation and then pick something you'd like to work on.

Enjoy your Hacktoberfest and have fun contributing to your very own engine!
 Engine

 
We were previously using Gitter to chat. However, it has multiple issues so we decided to move to Discord. You can now join the server to chat with us, ask questions, and help development.  
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 News  Engine

 
Welcoming our new gold sponsor: ImageCampus

Godot gets a new Gold sponsor! In this case, we are welcoming Image Campus, an education institution located in Buenos Aires, Argentina, which specializes in animation, digital art and videogames.

They are one of the pioneers in the region regarding videogame related careers and constantly supply a large portion of the Argentine industry (one of the largest in South America) with professionals, allowing it to keep growing at a rapid pace.

Image/photo

It personaly makes me happy to announce them as sponsors, and they always supported the project, helping organize workshops and talks in the city, and having incorporated Godot to their regular classes.

Remember that, you too can also contribute to aid Godot development by becoming our patron!
 Engine

 
Godot gets a new FileSystem dock for 3.1

Before anything else, we would like to thank our long-time sponsor Gamblify for having donated this new feature to the community. Their involvement and their constant support to make this engine better are deeply appreciated.

For the upcoming 3.1 release, Godot gets a brand new FileSystem dock. Files, not only folders, are now displayed directly in the tree view :

Image/photo

This new display, which can be switched with the older one with a button on the top of the dock, avoids splitting the dock in two areas. This allows a more compact interface, which also lead us to reconsider the default layout for the editor. As you can see, more space is now available to the inspector, reducing the scrolling needed there:

Image/photo

Features


Amongst a set of more minimal improvements, this new FileSystem dock features several things:
  • Files can now be marked as favorites, not only folders.
  • Complete drag & drop support, including dragging files and folders into the favorites section:Image/photo
  • Type icons next to each file name. For textures and materials, this icon is replaced by a mini-thumbnail of the resource:Image/photo
  • A search field, to filter entries in the tree:Image/photo
  • A right-click menu, to handle files exactly as in the file list.
  • The "Mark as favorite" button has been moved to a menu entry, found when you right-click files or folders.
  • The "Find current scene in files" button has been moved to a menu entry, when right-clicking on a scene tab.
We hope you will enjoy this new FileSystem dock. We are waiting for your feedback!

Note: this new feature is outside the scope of the current feature freeze, since it has been on the roadmap and worked on since before the feature freeze took effect.
 Engine

 
Simplex noise lands in Godot 3.1

Make some noise for Godot 3.1!

Simplex noise generation has just landed in Godot 3.1! This noise generation algorithm, originally invented by Ken Perlin, is fast and has really good results but it is still encumbered by some patents. That's why Godot will use OpenSimplex noise, a public domain and unencumbered alternative.

Applications


Simplex noise, like any other type of noise, is especially useful in two areas of game development: procedural generation and visual effects.

Procedural generation


Generating procedural content in videogames can be challenging, completely random structures tend to turn out as a complete mess and therefore unusable. That's why the "controlled randomness" of simplex noise becomes really useful. If you want to learn more about how fractal noise works and some other terrain generation techniques I strongly recommend this article by Red Blob Games.

Image/photoA Godot voxel world prototype by Zylann, using his own OpenSimplex module which can now be replaced by the built-in implementation.

Image/photoExample of a simple Terraria-like world generation using Simplex noise.

Visual effects


2D noise textures are really useful when creating cloudy or wavy effects. For example, the new NoiseTexture resource can be used as a normal map to get a quick and simple water material:

Image/photo

Noise textures can also be used as roughness maps, 2D light textures, etc. But the true power of noise textures becomes available when used in combination with text shaders:

Getting started


GDScript


Generating noise from GDScript is as simple as instancing a new noise generator, setting its parameters, and sampling at the desired positions:
# Instantiate
var noise = SimplexNoise.new()

# Configure
noise.seed = randi()
noise.octaves = 4
noise.period = 20.0
noise.persistance = 0.8

# Sample
print(noise.get_noise_2d(1.0, 1.0))
print(noise.get_noise_3d(0.5, 3.0, 15.0))
print(noise.get_noise_3d(0.5, 1.9, 4.7, 0.0))
Another way to access noise values is to precompute a noise image:
# This creates a 512x512 image filled with simplex noise (using the currently set parameters)
var noise_image = noise.get_image(512, 512)

# You can now access the values at each position like in any other image
print(noise_image.get_pixel(10, 20))
For more information about SimplexNoise and what is the meaning of each parameter, don't forget to check out the documentation.

Noise texture


Image/photo

If you only need access to a noise texture for visual effects, the new NoiseTexture resource type is your best bet. It allows you to specify a noise generator and a texture. The texture data will be automatically filled with noise, using the parameters of the generator. You can also enable the use of seamless noise (only works with square textures) and enable outputting the noise data as a normal map.
 Engine

 
Zack Middleton (zturtleman) announced that he’ll be leaving the project, and Quake 3 engine development in general, on October 10th, 2018: October 10th 2018 is the 10 year anniversary of when I started modding ioquake3. It was my third attempt at creating a Ninja Turtle fangame within a three year time period. I intend to …

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 ioquake3  goodbyes  zturtleman  Reimplementation  Engine

 
The next issue of Blaise Pascal Magazine will contain a nice long article I wrote about Castle Game Engine! 20 pages, describing how to use the engine from absolute basics, showing how to construct a simple cross-platform 3D game using TCastleWindow, TCastleScene, TCastleTransform, SoundEngine features. I am quite happy with it 🙂 I will also …

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 Uncategorized  Engine