Jibble

Author Topic: Trying out Godot 3.0 + Escoria 3.0  (Read 373 times)

Monsieur OUXX

  • Mittens Half Initiate
    • I can help with proof reading
    • I can help with translating
    • I can help with voice acting
    • Monsieur OUXX worked on one or more games that won an AGS Award!
    •  
    • Monsieur OUXX worked on one or more games that was nominated for an AGS Award!
Trying out Godot 3.0 + Escoria 3.0
« on: 05 Aug 2019, 09:59 »
Here is some non-trivial information about this attempt:
- Godot recently got a big boost (both in features and popularity and visibility) which made it move from "promising" to "the main 100% free rival to Unity".
- Escoria is a library/framework written in Godot script that implements in Godot all the tedious things expected in an adventure game (save/restore games + actions verbs + high level scripting language ("Esc" language) to script dialogs and custscenes).

The mild weakness of this is that Escoria had a flamboyant start but then became immediately obsolete when Godot moved up to Godot 3.0 and then 3.1. It broke some things.
The guys behind Escoria made it (mostly) work with Godot 3.0. There's a branch for that in their github, conveniently named "Escoria 3.0". It's good enough for any adventure game, really. Escoria also has a branch for Godot 3.1 and 3.1.1. But they're not actively developing those ones.

I've been trying to run the demo game of Escoria 3.0 in Godot 3.0.x (3.0.6) and I got a crash after a few clicks  :( But maybe it's just me who doesn't know enough yet. I'll keep you updated on that.

If anyone has a suggestion for another set of tools to develop a point n click game in Godot, then they're welcome to reply here.

« Last Edit: 05 Aug 2019, 10:25 by Monsieur OUXX »
 

Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #1 on: 05 Aug 2019, 18:32 »
I tried making 2D game in Godot 3.1.1 recently (simple platformer), and I find it much more user friendly in terms of making and program a 2D scene, because unlike Unity (afaik) Godot actually has a dedicated 2D mode with entity types which do not have to be adjusted for 2D.

For example, in Unity 3D, due its strictly 3D nature, UI is entirely different thing with its own coordinate measurements and element placement rules.
On contrary, in Godot all the 2D entities are simply placed on 2D layers called "Canvas Layer", which have same coordinate and placement method. Hence, if you define a 320x200 layer for world and 320x200 layer for UI, then you can be sure that button at 10,10 will be exactly at 10,10 above world. There's also no distinction between where you may put UI and "world" objects, so you may have characters on UI layers and GUI on world layer if you like.

Actually, except for few caveats, Godot 3.0 scene structure looks like something I wished AGS were.

PS. Ah, right, so, one thing I did not like about Godot was that it's minimum executable size for Windows is around 30 MB. Compare to 2.5 MB of acwin.exe...
That probably does not matter if you're making 2 GB adventure game, but still "triggers my OCD".
« Last Edit: 05 Aug 2019, 18:39 by Crimson Wizard »

Cassiebsg

  • Cavefish
  • Fleeing the Cylon tyrrany...
    • Cassiebsg worked on one or more games that won an AGS Award!
    •  
    • Cassiebsg worked on one or more games that was nominated for an AGS Award!
Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #2 on: 05 Aug 2019, 18:53 »
My latest game only has about 22Mb... so would it build as 30Mb or force me to add stuff to it?  8-0
There are those who believe that life here began out there...

Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #3 on: 05 Aug 2019, 19:06 »
My latest game only has about 22Mb... so would it build as 30Mb or force me to add stuff to it?  8-0

I mean, that's the engine's executable size, not counting actual game stuff.

Cassiebsg

  • Cavefish
  • Fleeing the Cylon tyrrany...
    • Cassiebsg worked on one or more games that won an AGS Award!
    •  
    • Cassiebsg worked on one or more games that was nominated for an AGS Award!
Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #4 on: 05 Aug 2019, 19:37 »
oh, that means the same game would be about 30+20=50Mb
Doesn't bother me that much to be honest, but then again I currently  have a decent internet speed with no download limits. If i had limits and slow internet, that would probably be more annoying.
There are those who believe that life here began out there...

Monsieur OUXX

  • Mittens Half Initiate
    • I can help with proof reading
    • I can help with translating
    • I can help with voice acting
    • Monsieur OUXX worked on one or more games that won an AGS Award!
    •  
    • Monsieur OUXX worked on one or more games that was nominated for an AGS Award!
Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #5 on: 06 Aug 2019, 09:06 »
I'm pretty pissed off that the Escoria demo game crashes on me... I wrote this : https://github.com/godotengine/escoria/issues/270
Anyone else has this issue ?

I'm too new to Godot and it scares me to try and making a point-n'-click prototype without building on a dedicated code base like Escoria -- I feel like I'd overlook something obvious and yet hard to implement, like saving games, and then be stuck.

 

Cassiebsg

  • Cavefish
  • Fleeing the Cylon tyrrany...
    • Cassiebsg worked on one or more games that won an AGS Award!
    •  
    • Cassiebsg worked on one or more games that was nominated for an AGS Award!
Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #6 on: 06 Aug 2019, 12:34 »
Try talking to Problem, if you can get a hold of him. Last I heard he was building a game with Godot.
There are those who believe that life here began out there...

Monsieur OUXX

  • Mittens Half Initiate
    • I can help with proof reading
    • I can help with translating
    • I can help with voice acting
    • Monsieur OUXX worked on one or more games that won an AGS Award!
    •  
    • Monsieur OUXX worked on one or more games that was nominated for an AGS Award!
Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #7 on: 06 Aug 2019, 13:58 »
Try talking to Problem, if you can get a hold of him. Last I heard he was building a game with Godot.
Thanks a bunch!
 

Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #8 on: 06 Aug 2019, 18:43 »
The person who made Camp 1 also ported the whole thing directly to Godot, I think. I got the impression they just made their own small framework to do it and didn't have too many issues.

Monsieur OUXX

  • Mittens Half Initiate
    • I can help with proof reading
    • I can help with translating
    • I can help with voice acting
    • Monsieur OUXX worked on one or more games that won an AGS Award!
    •  
    • Monsieur OUXX worked on one or more games that was nominated for an AGS Award!
Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #9 on: 11 Aug 2019, 23:27 »
The person who made Camp 1 also ported the whole thing directly to Godot, I think. I got the impression they just made their own small framework to do it and didn't have too many issues.

OK. Thanks for the tip. I'll contact them and see what's their advice.
I really really wanted to try Escoria and it annoys me that it crashes straight away.

Also, Problem is indeed unreachable at the moment.
« Last Edit: 11 Aug 2019, 23:31 by Monsieur OUXX »
 

Re: Trying out Godot 3.0 + Escoria 3.0
« Reply #10 on: 20 Sep 2019, 19:46 »
I saw your issue on GitHub today. So I thought maybe I should recommend you AGS  because Escoria is not stable enough. Then I saw your profile and found that you have AGS fork and now I found this post.
Godot is great engine but escoria framework is unstable. Escoria has five branches and one is named escoria-rewrite that tells me that people are not happy with other branches. Today I tested different combinations
Godot 2.1.6 with 2.1 branch
3.0.6 with 3.0, master, escoria-rewrite
3.1.1 with 3.1, master, escoria-rewrite
Now Godot community is working on Vulkan port which is good but  who knows what will happen then escoria-rerewrite. I am also tired.

PS: I love Godot engine but escoria ???

Edit: Try Godot 3.1.1 with 3.1 branch
Edit: I found a way to fix your GitHub issue.
Open player.tscn
    click on animation player node (default)
    create walk_left and idle_left with flip_h checked then
    open player_anims.gd and change
    "walk_right", -1 to "walk_left", 1 and
    "idle_right", -1 to "idle_right", 1

By doing this instead using mirror of walk_right and idle_right we are using walk_left and idle_left.
Any question feel free to ask
« Last Edit: 21 Sep 2019, 19:15 by Vikram Vicky »