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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 APIs can be an enormous pain, due to the inherent limitations of the protocols: TCP ensures packets will always arrive, but latency is generally high due to error correction.
Thank you to all our patrons for supporting the Fantasy Strike fighting game. Although we're not ready to show the game publicly yet, we give our $25+ patrons new builds every month, the latest one is here. We rely on your support, and we'll need even more of it to finish the game. If a really accessible, easy-to-play fighting game that's still tournament-quality appeals to you, please support us.
I’m in a cabin in the woods in Sweden for seven weeks, with 20ish other game developers, all working on our own games. This is Stugan. None of us have finished yet, but we have successfully developed the following non-digital games along the way, and I release them to you now: Throw A Rock As Far As You Can. Players: 1+. Select a rock. Throw it as far as you can.
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 marks the conclusion of a series focusing on usability improvements. We have listened to and worked with our awesome community to make Godot one of the easiest game development environments to use.
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 extremely demanding with our requirements from third party solutions and it just happens that very often, even if a library, language, etc. is very popular, it does not satisfy our needs.
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 into account the most recent changes and make sure that the stable release is as good as it can be, here's a new release candidate that we believe will become Godot 2.1-stable within a week at most.
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