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License: MIT License
This project forked from godot-escoria/escoria-demo-game
License: MIT License
Hi!
I have been going through the escoria book. Nice work! Thanks a lot!
I have a question. In the book two game projects are mentioned:
Then it says about the "first quick game":
To start we prepared some files for you :
- the assets so that you can follow this section with the same ressources and get at the end something similar
- the first quick game complete project done so that you can have a look at the files if necessary
Is that "asset package" available somewhere? If not, that's no problem. I would just like to correct the book, so future readers are not confused :).
Thanks again!
When I take any stick (good or bad) -- this game stops to react to any clicks. But do not crush. It shows some tooltips but not going to continue.
WIN8.1, GE 2.1.4 stable
As implied by #7 the version of Escoria used by the Daiza demo does not work properly owing to the VS.sync line of resource_queue.gd (line 94 - in the framework repo this line is VS.call("sync")
).
This project branch is, as of the time of typing, "209 commits ahead, 17 commits behind godotengine:master.".
I tried to export Escoria in Daïza to HTML5, Linux and Android this afternoon, but none of them worked...
I have no experience in exporting Godot Games, but I didn't expect any issues here. it's sad because we are so close to a release !
any idea @punto- ?
Is it linked to bug #9 (similar errors are show in debug mode) ?
Right now if we finish the game (win or lose), it result to a crash because there is no credits scene.
I'll try to do one soon.
Well done for translanting @flossmanualsfr !
but I think it still miss the translations of the tooltips, and one or two corrections... do you do it, or I try ?
To finish the game, we need to finish some scripting in scene two...
@kdltr ? Do you feel like finishing it ?
@kdltr added the possibility to pick up more than one bamboo in the second scene, but now it feel strange not being able to pick the two bamboos in the first scene...
I don't know how to enable that, but I suppose it's not too complicated ?
The manual was written for Godot 2.1 in 2016, and since there has been changes to both Godot and Escoria since then, it's no longer completely accurate. In the spirit of FLOSS, it would be nice if the source was made available and open for contributions.
My proposition is that the original website is not changed, since it has value as a historical document, but that the project is converted to markdown and placed in a new repository on GitHub with interlinking between pages of the manual. That will lower the bar for contributions and make sure there always exists a high quality tutorial for Escoria.
EDIT: Things to update:
Hola @punto-
Today is cloned the repo on my main computer (stationary computer)... and the game crash at launch with "Attempt to call function 'call_defered' in base 'null instance' on a null instance' and pointing the line 4 of /globals/scene_base.gd
It's strange because it still work after a pull on my tablet. The two computer share the same Arch linux 64 bit distro (Antergos) with the same Godot version (v2.0.4.1)... the only difference I can see between the two is that the screen is larger that Full HD (2560x1440), and that it use an ATI card with ATI Open source drivers.
If I try to launch a single scene, the game also crash complaining it doesn't find the fonts, but the path seem correct...
Any idea ? Do you need some logs or screenshots, and which one ?
Have a nice trip in London !
Hi,
I find icons for actions a bit misleading and I'd like to rework them.
If there a source format for e.g. look-action.png / look-inactive.png?
(the base Blender file used for the panda character "rotoscoping" would be nice too :))
As of the latest Git Godot build (probably with 2.1 and earlier as well, but not checked), netpbm files give unrecognised binary resource file error messages, e.g. with res://scenes/intro-game/sprites/click_mask/bad_bamboo_click_mask.pbm
. Also "Condition err!=OK is true. Returned RES()".
A student found a bug when a joystick is plugged when running the game, it crashes in game.gd, line 225, in the check "if joystick_mode"... Looks like an issue in the objs from vm.get_registered_objects()...
The error is exactly:
Invalid call. Nonexistent function 'is_type' in base 'Control (telon.gd)'.
in the demo game, in file resource_queue.gd there is function call VS.sync() but this doesn't work..
none of the resources loaded. all I got was blank screen..
I looked at the escoria framework and in there the same line is done like this:
VS.call("sync") # workaround because sync is a keyword
I changed it like that in demo game, and it started working..
.b
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