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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 incentive? Beyond international fame, the glorious feeling of having made the world better, and deep recognition from the project's community, you also have the opportunity to win a cool T-shirt (sadly not a Godot one - yet ) if you make four pull request
Here’s a game I like to play. Next time you are in an art gallery, turn away from the paintings and look at the people. Look at them as if that was the show. Look at the other visitors in the gallery exactly the same way you would look at the art, as if they had been put there to be seen, admired, analyzed, and understood. This game is harder than it looks.
We are super excited to bring Second Hand to Dev-Play , the first Romanian conference about game development! It’s been awfully quiet around here lately but that’s not for lack of activity. We have in fact been super busy getting a playable build ready for the conference. Rikodu is one of 6 studios who will present their ideas at the Dev-Play Indie Pitch so if you’re attending I hope you drop by to see it.
A while ago, we had a Kickstarter for The Interactive Adventures of Dog Mendonça & Pizzaboy® , and during the campaign we 1 promised to release the framework we had made to develop the game as a standalone package. It took a while to finish the game and find some time to put the framework together and publish it, but it's finally here :-). Escoria , a point & click graphic adventure creation framework.
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, which Godot calls servers , generally abstract some implementation or architecture. No real objects or classes exist but simple references to a RID type (that stands for Resource ID ), and all functions take these objects as their first argument
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, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).
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