This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
The C64 version of Maniac Mansion didn't use a mouse, it used one of these: A year later we did the IBM PC version and it had keyboard support for moving the cursor because most PCs didn't have a mouse. Monkey Island also had cursor key support because not everyone had a mouse. Use the above facts to impress people at cocktail parties.
Guilty Gear Xrd is great. I'd like to talk about the design behind it, but we really have to start with the art. Artwork Gameplay is what should matter. Starting by telling you about the art may seem superficial, and maybe it is, but the art in this game is so notable—such a breakthrough—that I think it deserves special attention. Guilty Gear Xrd is far and away the #1 best use of 3D that looks like 2D I have ever seen in a video game.
10 months of hard work. After 10 months of hard work following the open sourcing of Godot, we are proud to release our first stable version, Godot 1.0! Several hundred issues were fixed, and dozens of contributions from the community were merged. In the meanwhile and in the absence of any publicity or mention in the developer press, the user community has silently grown a few orders of magnitude, via just word of mouth.
The C64 version of Maniac Mansion didn’t use a mouse, it used one of these: A year later we did the IBM PC version and it had keyboard support for moving the cursor because most PCs didn’t have a mouse. Monkey Island also had cursor key support because not everyone had a mouse. Use the above facts to impress people at cocktail parties.
We discuss the Street Fighter 5 trailer as well as the games we're playing now: Super Mario 3D World, Smash Bros. 4, Transistor, and Counter-Strike: Global Offensive. Sirlin gives an award for worst menus in a game while Aphotix gushes about a shooter. Hosts: David Sirlin, Matt "Aphotix" DeMasi, and Sean "MrGPhantome" Washington. We discuss the Street Fighter 5 trailer as well as the games we're playing now: Super Mario 3D World, Smash Bros. 4, Transistor, and Counter-Strike: Global Offensive.
Smart completion. It has only been a week since the stable release and development is moving on to other new cool features! This week has been pushed to GitHub a new code completion for the built-in editor. Godot previously only supported limited code completion (only symbols) in the editor. As GDScript is a dynamically typed scripted language, variables are not necessarily typed, which means at run time the value of a variable can be anything.
In this episode, we discuss the kind of things that go wrong when creating rules for a tournament. The rules for high profile tournaments are sometimes surprisingly bad, yet even when we avoid the obvious problems, it's still very difficult to make completely fair rules. Sirlin explains the rules he chose for his own games as well. Special guest Garcia1000 and Sirlin discuss the curious case of Nintendo.
GamingPenguin from the forum is organizing a Winter Holidays Godot Game Jam! (Summer Holidays Game Jam for us in the southern hemisphere). The rules seem to be (copied from the forum): The game must be made with Godot. The game should have a Winter Holiday theme. You must enter using the entry thread here: (Coming Soon). You must open source the full project, code and assets, Binaries for Windows, Mac and Linux are not required but would be very welcome.
GamingPenguin from the forum is organizing a Winter Holidays Godot Game Jam! (Summer Holidays Game Jam for us in the southern hemisphere). The rules seem to be (copied from the forum): The game must be made with Godot. The game should have a Winter Holiday theme. You must enter using the entry thread here: (Coming Soon). You must open source the full project, code and assets, Binaries for Windows, Mac and Linux are not required but would be very welcome.
Edit: Release Candidate 2 is now up. A long time in the baking, but the first release candidate is here. This does not mean Godot is now without bugs, but that nothing should be too serious to affect your productivity. After stable release, we’ll keep fixing issues and then head over to 1.1 (see roadmap !). If nothing too serious is found in this build this week, it will become 1.0 stable, so make sure to test well with your projects!
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content