Trying out Godot 3.0 + Escoria 3.0

Started by Monsieur OUXX, Mon 05/08/2019 09:59:54

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Monsieur OUXX

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.

 

Crimson Wizard

#1
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".

Cassiebsg

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...

Crimson Wizard

Quote from: Cassiebsg on Mon 05/08/2019 18:53:33
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

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

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

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

Quote from: Cassiebsg on Tue 06/08/2019 12:34:29
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!
 

morganw

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

#9
Quote from: morganw on Tue 06/08/2019 18:43:57
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.
 

Vikram Vicky

#10
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

Monsieur OUXX

#11
@Vikram Vicky : Thanks a lot.

===========

Moving on : Is anyone up to trying loading and executing an AGS game into Godot 3.2 (or even better: the Vulkan branch) ?
It's a hard task. But if you're crazy then let's try together.
 

Retro Wolf

Currently working through this series to familiarise myself with Godot:

https://www.youtube.com/watch?v=mAbG8Oi-SvQ

WOW! What a wonderful piece of software. Not sure if I'll ever tackle a point and click game when I'm used to AGS though, we'll see how I get along with it.

Monsieur OUXX

 

Sslaxx

Quote from: Monsieur OUXX on Thu 26/03/2020 14:40:58
Moving on : Is anyone up to trying loading and executing an AGS game into Godot 3.2 (or even better: the Vulkan branch) ?
It's a hard task. But if you're crazy then let's try together.
As in, convert AGS games into Godot format(s) wholesale? Wouldn't it be best to talk to Clarvalon and see if he has any ideas from his experience with XAGE? Straton (Escoria's current lead dev) and Akien-mga (Godot project manager) on GitHub are people you'd want to talk to, too.
Stuart "Sslaxx" Moore.

Joseph DiPerla

You would have to write an AGS plugin that exports to Godot project files.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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eri0o

Just a heads up, there's a new interesting in development adventure tool for godot:

https://github.com/mapedorr/popochiu
https://mapedorr.itch.io/popochiu

I could not understand how to use but I like that they added Points as some thing to have in rooms, I really miss being able to create points in the room editor and name them in AGS - it's a simple thing, I know, but it's really useful when scripting movements and such...

thedaemon

I'm testing Popochiu now. So far it looks promising and familiar to AGS, 1.9 is out and considered stable vs Escoria which is still in Alpha.

Quote from: eri0o on Tue 14/06/2022 12:20:18Just a heads up, there's a new interesting in development adventure tool for godot:

https://github.com/mapedorr/popochiu
https://mapedorr.itch.io/popochiu

I could not understand how to use but I like that they added Points as some thing to have in rooms, I really miss being able to create points in the room editor and name them in AGS - it's a simple thing, I know, but it's really useful when scripting movements and such...

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