Archive for the ‘godot’ Category

DevCorner: Exciting news from the Godot Engine project

Monday, October 24th, 2016

The Godot Engine (“the open-source answer to Unity3D”) continues to make exciting progress with the recent stable release of version 2.1. Besides lots of small usability improvements to the GUI, the main new feature is a asset sharing store build right into the editor:

This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from transferred into it 😉

In related news, it was recently announced that there is work going on to allow C# (a extremely popular game scripting language also used in Unity3D) scripting in Godot besides the current Python based custom language. So this should lower the entry barrier for indie developers significantly, and maybe we will even see a conversion utility for open-sourcing simple Unity3D games?

Furthermore they are also working on a visual scripting system akin to Unreal’s Blueprint or what you can use in the Blender Game Engine. Yeah, visual programming systems are usually pretty limited, but they have their use-cases and definitely lower the entry barrier for artists (map events or shader scripting). Or to put it in the Godot Engine developer’s words:

To make it clearer, it is not our belief that forcing programmers to write code with visual blocks will result in a more efficient workflow. We know other game engines and solutions try to sell you this point of view, but rest assured that this is not our view or intention. We stand by programming and still believe it’s the best.
So then, again, why visual scripting? Our goals with it are the following:
  • Provide a way for non-programmers to experience what developing in Godot feels like, by ensuring they have a way to manipulate their game’s logic.
  • Allow programmers to set up their scenes, AI, etc. in a way they can expose the coarse parameters and logic to level designers or game designers. This way, they can do tweaks without bothering programmers.
  • Allow programmers to expose how data is organized in a visual way. Godot’s VisualScript has so much flexibility in how the graph flows that it allows creating dialogue trees, coarse game flow, event handling, etc. with small effort.

Please understand it as just an extra tool, not as a replacement to programming. It will be possible to use both GDScript and VisualScript as complementary tool in a same project.

Sounds pretty good doesn’t it?

Oh and last but not least, after long waiting the first version of the Godot based point and click adventure framework Escoria has been released. It is based on the work done for the pretty cool commercial game developed by the original team behind the Godot Engine, so it should be quite powerful. You can find the source code here and a nice manual here.

P.S.: There is also work on-going on a higher level networking support for Godot, which should really help with multi-player prototypes.

DevCorner: Atomic Game Engine MIT (Urho3D fork) and Godot 2.0

Thursday, March 17th, 2016

First off (and you probably read it elsewhere before): The awesome Godot game engine got a really awesome 2.0 release a few weeks ago. It also got independent of it’s original developers (who stay active in development), and the first larger commercial game with it was released on Steam just a few days ago.

Fresh of the press is a FOSS release of an pretty awesome competitor though:
The Atomic Game Engine was just released fully under the MIT license! Its render engine is a fork of the pretty nice Urho3D renderer, but it includes an cross-platform integrated development environment similar to Godot:

Looks nice, but where is the Linux binary release? 🙁

Dive into the source code here. Similar to Godot it features some neat platform support: Linux, Android, WebGL, Windows, iOS and OSX (resorted for significance 😉 ); but unlike it you have much more and more common scripting languages at your disposal: JavaScript, TypeScript, C++, and C# scripting in the works. Especially the latter could be interesting if someone manages to make an Unity3D compatibility layer for migrating and open-sourcing Unity games…

For a nice overview, don’t miss the GamesFromScratch video and introduction tutorial (from back in December 2015 when it was not yet MIT licensed):

DevCorner: GameDevelop goes open-source

Saturday, July 5th, 2014

Thanks to GamingOnLinux for pointing out that this crossplattform *no-programming* 2D game development suite has gone fully FOSS.
It can export games to HTML5 and native code (x86 Linux and Windows).

Read the original announcement here. The github repository is here.

License infos:

  • The IDE (in the IDE folder) is licensed with GPL v3. 
  • The Core library, the native and HTML5 platforms (respectively Core, GDCpp and GDJS folders) are LGPL v3. 
  • Extensions (in the Extensions folder) are using zlib/libpng license. 
  • The name, Game Develop, and its logo are the exclusive property of Florian Rival.

Here is a small video to get you started:

& you can find some example games here.
By the way: I also recommend to have another look at the Godot engine which has had many improvements since it became open-source a few months ago.