Don't miss Sealed Bite, the Game Off 2019 winner!
| 2:05 PM

By On 2:05 PM

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

Godot Engine 3.1 Looks Amazing
| 10:42 AM

By On 10:42 AM

Godot 3.1 is not yet stable but a demo made for it looks like the engine could actually visually compete with Unity and Unreal.


The demo is available at GitHub, requires using an unstable build (unless you're building yourself) and the use of `git lfs clone https://github.com/godotengine/tps-demo.git`.

Thanks to its Patreon project, Godot Engine makes about $8000 per month (nearly $96,000 per year - of course there are Patreon fees but there might be nonpublic donations/support as well), which allows it to be much more than a passion project. Godot is being legally represented by Software Freedom Conservancy (I recommend this fantastic podcast about it).







One thing that bugs me about Godot right now is their download page:

Specifically this:
Put yourself into the shoes of somebody new to Godot. They want to download the engine of course. Let's assume they know the difference between 32 and 64 bit but how are they supposed to make a fast decision whether to get the "Downloads" version or the "Mono Version (C# Support)"? For the longest time I thought the C# support does not support GodotScript.

If C# is stable, why not include it by default?

If C# is unstable, why present it as an equal to the stable version?

Anyways, let's look forward to a stable 3.1 and much useful documentation. Documentation for modern game engines by the way means free-to-use sample projects with code you can understand.

There actually is one functional FPS tutorial with no sound at all and unpleasant controls but technically it seems fine:


It is part of the official documentation.

By the way, I'm collecting open source game(dev) Discord servers on the following server: https://discord.gg/usAHQdz . 14 so far. Let us know if you know of any missed ones!

DevCorner: Exciting news from the Godot Engine project
| 7:34 AM

By On 7:34 AM

The Godot Engine ("the open-source answer to Unity3D") continues to make exciting progress with the recent stable release of version 2.1. Besides lots of small usability improvements to the GUI, the main new feature is a asset sharing store build right into the editor:

This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from OpenGameArt.org transferred into it ;)

In related news, it was recently announced that there is work going on to allow C# (a extremely popular game scripting language also used in Unity3D) scripting in Godot besides the current Python based custom language. So this should lower the entry barrier for indie developers significantly, and maybe we will even see a conversion utility for open-sourcing simple Unity3D games?

Furthermore they are also working on a visual scripting system akin to Unreal's Blueprint or what you can use in the Blender Game Engine. Yeah, visual programming systems are usually pretty limited, but they have their use-cases and definitely lower the entry barrier for artists (map events or shader scripting). Or to put it in the Godot Engine developer's words:
To make it clearer, it is not our belief that forcing programmers to write code with visual blocks will result in a more efficient workflow. We know other game engines and solutions try to sell you this point of view, but rest assured that this is not our view or intention. We stand by programming and still believe it's the best.
So then, again, why visual scripting? Our goals with it are the following:
  • Provide a way for non-programmers to experience what developing in Godot feels like, by ensuring they have a way to manipulate their game's logic.
  • Allow programmers to set up their scenes, AI, etc. in a way they can expose the coarse parameters and logic to level designers or game designers. This way, they can do tweaks without bothering programmers.
  • Allow programmers to expose how data is organized in a visual way. Godot's VisualScript has so much flexibility in how the graph flows that it allows creating dialogue trees, coarse game flow, event handling, etc. with small effort.
Please understand it as just an extra tool, not as a replacement to programming. It will be possible to use both GDScript and VisualScript as complementary tool in a same project.
Sounds pretty good doesn't it?

Oh and last but not least, after long waiting the first version of the Godot based point and click adventure framework Escoria has been released. It is based on the work done for the pretty cool commercial game developed by the original team behind the Godot Engine, so it should be quite powerful. You can find the source code here and a nice manual here.

P.S.: There is also work on-going on a higher level networking support for Godot, which should really help with multi-player prototypes.

DevCorner: Atomic Game Engine MIT (Urho3D fork) and Godot 2.0
| 8:06 AM

By On 8:06 AM

First off (and you probably read it elsewhere before): The awesome Godot game engine got a really awesome 2.0 release a few weeks ago. It also got independent of it's original developers (who stay active in development), and the first larger commercial game with it was released on Steam just a few days ago.

Fresh of the press is a FOSS release of an pretty awesome competitor though:
The Atomic Game Engine was just released fully under the MIT license! Its render engine is a fork of the pretty nice Urho3D renderer, but it includes an cross-platform integrated development environment similar to Godot:

Looks nice, but where is the Linux binary release? :(
Dive into the source code here. Similar to Godot it features some neat platform support: Linux, Android, WebGL, Windows, iOS and OSX (resorted for significance ;) ); but unlike it you have much more and more common scripting languages at your disposal: JavaScript, TypeScript, C++, and C# scripting in the works. Especially the latter could be interesting if someone manages to make an Unity3D compatibility layer for migrating and open-sourcing Unity games...

For a nice overview, don't miss the GamesFromScratch video and introduction tutorial (from back in December 2015 when it was not yet MIT licensed):

DevCorner: GameDevelop goes open-source
| 2:30 PM

By On 2:30 PM

Thanks to GamingOnLinux for pointing out that this crossplattform *no-programming* 2D game development suite has gone fully FOSS.
It can export games to HTML5 and native code (x86 Linux and Windows).

Read the original announcement here. The github repository is here.

License infos:

  • The IDE (in the IDE folder) is licensed with GPL v3. 
  • The Core library, the native and HTML5 platforms (respectively Core, GDCpp and GDJS folders) are LGPL v3. 
  • Extensions (in the Extensions folder) are using zlib/libpng license. 
  • The name, Game Develop, and its logo are the exclusive property of Florian Rival.
Here is a small video to get you started:


& you can find some example games here.
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By the way: I also recommend to have another look at the Godot engine which has had many improvements since it became open-source a few months ago.