Godot 4.2 released; A brand new era of FOSS game creation software

Just a heads up, Godot 2.0 is now in the release candidate stage.

Any bugs you have found should be reported immediately, or otherwise they may not be fixed.

Although I don’t think Godot is quite there yet for 3D games, I’ve been really enjoying it for prototyping ideas in 2D. I think in particular it’s lack of a Model-View-Controller system is quite refreshing and provides a lot of flexibility in being able to script and tinker with game systems in such an independent manner. I also like using UE4 and would continue using it for 3D projects, but Godot is a really intelligently designed and well looked after game engine, and I look forward to seeing it develop <3

FYI, Juan, Cambell and Gaia are examining what can be done to get Godot’s beter collada exporter to be default for Blender. Only thing is that they’re missing test files where Blender’s collada exporter falls flat, and the better collada exporter works well: https://developer.blender.org/D1787

Considering there’s users of both in this thread, maybe help out a bit?

Why not to use OpenGEX?

A sneak peak at the new Godot website
http://godotengine.tuxfamily.org/

While I do wish for more of a unified community outlet like what we have on this site (as opposed to the various social networks and other services), I also acknowledge that this is probably going to have at least some degree of work done on it throughout the near future. However, the site already looks useful for news, information, downloads, and Q&A.

Because they’ve already gone to the effort of getting the Collada export working and working well. That is the same issue with all the calls to ust use OpenGEX to replace FBX. Developer time doesn’t just come for free - it’s paid for by someone and no-one wants to redo work because someone prefers a different format to the version that already does the job.

[video]https://youtu.be/0AaiCapHPSY[/video]

Rayman like lebel editing…

@bluryming
yes… this plugin looks amazing! Looking forward to try it in my project!!!

The new website is officially live

The forums are still around though as you will see, but they are trying to decide what should become of them (hopefully they will think of having something like this forum hosted by a third party).

I really hope not. The developers are active in the forums right? Probably best for it to be the same community - the less fractured the better probably. A better BBS would do wonders however.

Version 2 has now been officially released after 8 months of work.

Check it out, you will not want to go back to version 1.1 after touching it. The UI changes are about as night and day as Blender 2.4x vs. Blender 2.6x.

At first glance looks basically the same to me(especially in regards to your blender v2.4x vs 2.6x comparison). :confused:

v1: http://www.blendernation.com/wp-content/uploads/2014/12/city.png
v2: http://www.godotengine.org/storage/app/media/godot2_1.png

They have added features/UI elements but it does seem just like more of the same to me.
I was under the impression there was going to be a thorough UI re-design for 2.0, however it seems to me they have just extended it further rather than really redesigning it, which makes plenty of sense from their point of view I’m sure. Then again it might have only been UI code refactoring, and on closer look there is indeed a way to at least move some of the panels around in the UI via a rather horrendous gadget, but better than nothing I suppose.

What I mean is: I can’t mouse-drag panels around to easily rearrange them nor pull them out into new windows for placing them on to my other monitor. For now as a work around a user has to dock them all either to the left or right side and then stretch the one window across both monitors. On my set-up this will clip some of the panels on my right screens top since its smaller(both physical size and resolution) and off-set from the left. And on that same note some of the viewport will then end up cut-off too, since my monitors are of different height and all:

http://i66.tinypic.com/2uontvs.png (warning: 2.1 mb image, 3360x1249 px resolution)

Troublesome but one(and only) way to go for now, if your monitors are the same (resolution) height, I guess.
Other than that though, plenty of nice new features added, and that trumps the UI work anyways in regards to productivity.

@Felix_KĂźtt
well… yes… the Editor Design got a further iteration of improvements. Its not a complete rewrite. Thats Juans philosophy… Add tools people need gather feedback and then refine. Personally I really like that approach, because that way you get tools that work in real environments.
UI is not done yet. There will come more iterations. Next will be drag and drop. He is gathering information and use cases from people what they expact from drag and drop in godot.

Here is the doc. So feel free to write down your ideas.
Document

Oh, don’t get me wrong - my post was directed mostly at Ace’s statement comparing scale of change in godot v1 -> v2 UI to blender 2.4x -> 2.6x while also admitting that I had indeed anticipated a bigger change. Didn’t mean to sound confrontational towards godot developers in any way(assuming that’s how it must have seemed based on your post D: ).

Good to know, thanks! edit: noticing it’s already added. also, I wonder if sharing the link with it defaulting to editing is the best idea? perhaps make it default to suggestion?

@felix
Nono… I didn’t see your post as offensive or anything. Just wanted to make somthing clearer :slight_smile:

Just to note, it’s just that from my perspective, the UI enhancements in Godot 2 have gone a long way in improving usability.

This new version is just far more pleasant in general to work with while version 1.1 seemed a little lacking in comparison.

A death by thousand thorns for v1 I suppose and the difference from myriad of smaller tweaks and usability features. Sure makes a big difference. I still think the actual comparison along your wording was ill fit however, is all.

Cheers.

It looks pretty well :slight_smile:

Work goes on on my Cutout Animation Tools Addon for blender.
Now you can easily import you work into godot with a clever importer :slight_smile:

[video]https://youtu.be/WfqVdVSfNQo[/video]

Less than a week from the 2.0 release and we’re already seeing the first targets for version 2.1 take shape.

Essentially, it means comprehensive support for the creation of plugins without having to use C++ (which means being made in GDscript). That means you can add your own tools without needing any compiling knowledge.