Best Recent Content

  • G.U.T Godot Unit Testing tool

    Gut 6.3.0 released.

    The readme has been converted to a wiki for easier consumption.

    You can now have Inner Test classes. This helps organize your tests better in a single test script. It allows you to have multiple contexts for your tests. No more making one setup that works for 100 different unrelated tests. Now you can have 10 Inner Test classes in one script. Each with their own setup/teardown/variables etc.

    Experimental Doubles and Stubs. I'm really excited about this feature but I don't know how right I got it. Looking forward to hearing people's thoughts.

    There was another reorg to the repo, this should be the last. If you have a tool in the Asset Library, and don't know about the .gitattributes file...check it out. It can keep files out of the zip that Github generates which makes distributing your tool MUCH easier for you users, especially when installed directly from the editor.

    More info at:
    https://github.com/bitwes/Gut/blob/master/CHANGES.md
    https://github.com/bitwes/Gut
    https://github.com/bitwes/Gut/wiki

    As always, happy testing everyone!

  • Royalty Free Music For Commercial Use

    It's been quite awhile since I've updated this, but I've come out with several new tracks which are all up on the site. I'll post just a couple of the most recent pieces I've completed.

    First, a dark, apocalyptic sort of music called "Dystopian Nightmare"

    And secondly, we have a Sci-Fi mixed with orchestral elements track with an epic feeling to it. It's called "Faraway Star"

    I hope everyone is well and enjoys!

  • Royalty Free Music For Commercial Use

    It's been quite awhile since I've updated this, but I've come out with several new tracks which are all up on the site. I'll post just a couple of the most recent pieces I've completed.

    First, a dark, apocalyptic sort of music called "Dystopian Nightmare"

    And secondly, we have a Sci-Fi mixed with orchestral elements track with an epic feeling to it. It's called "Faraway Star"

    I hope everyone is well and enjoys!

  • G.U.T Godot Unit Testing tool

    Gut 6.3.0 released.

    The readme has been converted to a wiki for easier consumption.

    You can now have Inner Test classes. This helps organize your tests better in a single test script. It allows you to have multiple contexts for your tests. No more making one setup that works for 100 different unrelated tests. Now you can have 10 Inner Test classes in one script. Each with their own setup/teardown/variables etc.

    Experimental Doubles and Stubs. I'm really excited about this feature but I don't know how right I got it. Looking forward to hearing people's thoughts.

    There was another reorg to the repo, this should be the last. If you have a tool in the Asset Library, and don't know about the .gitattributes file...check it out. It can keep files out of the zip that Github generates which makes distributing your tool MUCH easier for you users, especially when installed directly from the editor.

    More info at:
    https://github.com/bitwes/Gut/blob/master/CHANGES.md
    https://github.com/bitwes/Gut
    https://github.com/bitwes/Gut/wiki

    As always, happy testing everyone!

  • A one man team for the production of PC video games.

    Your game is looking good.

  • A one man team for the production of PC video games.

    It is 100% possible...it does require a great deal of dedication and sacrifice....
    here is a link to a game I am working on using the Blender Game Engine...

    but I will be moving to Godot 4th quarter of this year(2018) or so...

  • Why did you choose Godot over the many other engines?

    Unity work for a lot of use cases it seems(enormous user-base), but without money I feel limited having to do all from zero.
    Unreal Engine has a lot built-in, but from time to time I would hit a wall and have to try and decipher the inner workings. From how some users speak, re-compiling it is somewhat common, seems too much of a price to make basic things I had trouble with work.

    On Godot I also have to make a lot from zero... But that's actually supported, I feel. Hey, I had problems with making a basic jump on Unity, here it actually made sense! In UE, it's built in, so it works... But I learn nothing.
    And with Godot being ridiculously light, I can pass more time actually building stuff instead of waiting for things to work.

    By the way, the point of view is of a CS student, who is rather lost. What I do know is that this feels right.
    (And yay for native Linux editor)

  • My Mars game

    @henri said:
    Hi, Im finding people for my game everyone (artist,music...)etc.
    If you interested please write me back on my e-mail henrikn.sk@gmail.com or skype henrik nowak

    If you're looking for a team, you have to prove that you can be a part of it. Anyone can say "I'm assembling a team to make my game for me", but nobody wants to make games for someone, they want to make games with someone. Show us concepts, production work you've already done, a more detailed outline of work to be done, etc. Nobody wants to work for a slouch with vague ideas, they want to join forces with someone to make something cool WITH them.

    A lot of people also think "well, I want the project to be a secret until I make it", but that never works out. A secret, for someone looking for work, is a gamble. Often a fruitless one, too, because chances are this "secret" is a vague and unplanned idea from an inexperienced developer hoping to create a clone of their favorite games with ease. That, unfortunately, isn't how this works. Advertise your project to potential developers. Give them a reason to want to work with you. "I want to make a game so email me about it" is FAR from enticing.

  • Dodge the creeps: How to connect the start_game signal to the new_game() function in the main scene?

    select MAIN in scene dock
    click 'chainlink' then select HUD scene

    In scene dock...
    select HUD
    below that..(inspector) select Nodes to get signals
    click "start_game", then CONNECT in bottom right
    in connector dialog, bottom left change (type it in)
    Method In Node:
    new_game()
    click Connect (in this same dialog box)

    with HUD selected in scene explorer...
    now in the INSPECTOR Node 'signals' you should see
    HUD.gd
    [-> start_game() # red letters
    ...->] .. :: new_game() #green letters

    add code as instructed.
    I just did this, so I am hoping I have not forgot anything.

  • My Mars game

    You won't find people without at least showing something. "Idea guys" are a million, after all.