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8. January 2019


Godot 3.1 just became one step closer with the first Beta release, after several prior alpha releases.  Details of the beta release from the Godot blog:

After an alpha phase that took longer than anticipated, we're now ready to enter the beta phase for Godot 3.1, which means that the feature work is finished for this version. From now on, we are in release freeze, which means that new features will no longer be merged, and we will focus solely on fixing release-critical bugs.

This should allow to finish polishing this release quickly and hopefully be ready to publish it by the end of this month. See this GitHub issue for details.

Contrarily to our 3.0.x maintenance releases, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the master branch since January 2018, and especially all those showcased on our past devblogs. It's been almost a year since the 3.0 release and close to 6,000 commits, so expect a lot of nice things in the final 3.1 version!

While there are no formal release notes available yet, the following change log tracks the majority of changes in the 3.1 release.  Highlights of this release include:

  • OpenGL ES 2 support returns (alongside ES3 support)
  • Visual Shader Editor improvements (video)
  • CSG support (video)
  • 2D and 3D physics improvements, including Softbody and Ragdoll systems
  • 2D mesh and skeletal deformation (video)
  • KinematicBody2D improvements
  • Optional static type support (video)
  • 2D Animation improvements (video)
  • 3D Animation improvements (video)
  • much, much more

The 3.1 beta release downloads are not available on the primary download page and can only be downloaded here for GDScript only builds and here for Mono/C# builds.

GameDev News


24. July 2018


Most scripting languages, GDScript included, are type-less.  Instead of explicitly declaring variable types in script, it is inferred by the compiler or interpreter.   This can make code easier to write but can also make it harder to maintain, especially as complexity increases.  This is why you see solutions like TypeScript for JavaScript, this adds a type layer on top of a type-less language.  If you were hoping to see type support added to GDScript, well great news, that’s exactly what just happened!

In the upcoming release of Godot 3.1, a completely optionial type system has been added to Godot 3.1.

From the Godot news page, details of how the new type system can help:

It is quite common to use a variable only with values of the same type. With the dynamic nature of GDScript, you can inadvertently overwrite a variable with a different type and break your code logic in a way that might be hard to realize.

For instance, if your function expects a number, but you missed an input validation somewhere and is passing a string to it instead, you only will see an error at runtime (and only if you reach that point). In a larger code base, it's quite easy to miss things like that.

With type hints, Godot can know beforehand that you are passing the wrong type and show an error while you are editing the related code, even if you never run it.

You can learn a great deal more about the new type system in Godot 3.1 here.  To see the syntax in action, check out the video below.

GameDev News


15. July 2018


In Godot 2, there was a visual editor for creating shaders, Visual Shader Editor.  It was removed in Godot 3 because low level shader code changes basically broke it.  Now it’s been fixed and Visual Shaders are now back in the current development branch.  In addition to actually running again, there are also some changes between the 2.x and 3.x versions, as announced on the Godot website:

  • New full PBR output nodes
  • No more Vec3 <-> Scalar adapter nodes, conversion is automatic
  • Easier input nodes for more organized graph.
  • Extending it via scripting (creating custom nodes) is possible.
  • Port previews (see blow)

You can see the newly re-enabled visual shader in the following video:

GameDev News


11. June 2018


Just finished adding another tutorial to the ongoing Godot 3 tutorial series, Sound Fx and Music.  This tutorial covers a ton of topics around audio:

  • Playing audio using AudioStreamPlayer
  • Positional audio using AudioStreamPlayer2D
  • Importing and loading audio files, WAV and Ogg
  • Using the Audio Bus
  • Creating special effects such as panning, reverb and chorus
  • Managing volume
  • Using sound with Area2D


The series homepage is available here.

Programming


8. June 2018


Recently Google started rejecting APK files generated by the Godot Game Engine.  APK is the file format for bundled Android applications for deployment to the app store, so this is obviously a pretty serious problem for Godot developers with games on Android.  Thankfully a Godot user created a tool that fixes APK files, making them compatible once again.


Details of using the new tool:

The things you will need are:

  • Your original APK
  • A valid android keystore
  • Jarsigner

The tool takes several command-line options:

  • -j /path/to/jarsigner
  • -k /path/to/keystore
  • -p keystore password
  • -a key alias
  • /path/to/apk

You should be able to recover these settings from the Android export settings of the original game project from the Godot editor.

An example run of the program looks like this:

./godotapkfixer -k ~/tmp/and/debug.keystore -p android -a androiddebugkey GOLTORUS.apk

This is assuming that 'jarsigner' exists in $PATH, or on Windows if the Android studio is installed. If this is not the case the tool can be ran like this:

godotapkfixer.exe -j "C:\Program Files\Java\jdk1.8.0_171\bin\jarsigner.exe" -k "debug store.keystore" -p android -a androiddebugkey GOLTORUS.apk

When using jarsigner from the JDK for instance.

After the program has finished you will find an apkname_fixed.apk in the same directory as the original APK. This APK should now be good to upload back onto the Play store.


The tool is available for download here and the source code is available here.  You can read more about this release here on the Godot website.

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