Our point’n’click framework is finally out! A while ago, we had a Kickstarter for The Interactive Adventures of Dog Mendonça & Pizzaboy®, and during the campaign we1 promised to release the framework we had made to develop the game as a standalone package. It took a while to finish the game … Continue Reading →
Join the Hacktoberfest and contribute to Godot! October 1st, Hacktoberfest starts now and will last for the whole month! What’s Hacktoberfest? The purpose of this event (run by DigitalOcean and GitHub) is to encourage people to contribute to open source projects by making pull requests. The incentiv… Continue Reading →
Why does Godot use Servers and RIDs? Servers and RIDs Architecture If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant server class. These really large classes,… Continue Reading →
A change of Image Image Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don’t really care much about keeping a reference. One of the early built-in types in Godot is Image, whic… Continue Reading →
ET:Legacy 2.75 released! Long overdue, but it is finally here! Nearly one year ago, we released version 2.74, which has since been downloaded more than 50 thousands times. Today, we are pleased to announce the release of ET: Legacy 2.75. As the game has been i… Continue Reading →
Warmup: ET Legacy 2.75 begins in… The countdown to ET:Legacy 2.75 has officially begun. In the meantimes, ensure to read the installation guide and have a look at our FAQ. Feel free to ask us anything in our IRC or Gitter channels. Curious players will be able to find … Continue Reading →
Godot’s new high level networking preview is up! High level please! Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level … Continue Reading →
More programming languages in Godot, want to help? Why more languages, isn’t GDScript enough? There is a common misundertanding about us in the industry: Godot devs, always trying to reinvent the wheel because we like it. This could not be further away from the truth. The reality is that we are extreme… Continue Reading →
Godot reaches 2.1 stable! Godot 2.1 stable is here! After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. Just like 2.0, this version focuses almost exclusively on further improving usability and the editor interface. This release … Continue Reading →
Last call before take-off: Godot 2.1 RC2 Despite its funky hairstyle, we were pretty happy with the state of Godot 2.1 RC1 already. Still, contributors haven’t stopped fixing bugs and adding some enhancements here and there while we were preparing our stable release announcement. So to take i… Continue Reading →