godot-steam-api
Gut
godot-steam-api | Gut | |
---|---|---|
8 | 26 | |
402 | 1,913 | |
- | - | |
7.2 | 7.6 | |
19 days ago | about 1 month ago | |
C++ | GDScript | |
MIT License | - |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-steam-api
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Opening my project on a Mac rewrites project.godot, then on Windows the changes are reverted. How to fix this?
I'm using the SteamAPI plugin and noticed that if I open my project on a Mac, the plugin's entries are rewritten in project.godot. All the "base" properties of classes belonging to this plugin which are empty strings on Windows become "Reference" on the Mac. Re-opening the same project on Windows revert these changes, so my git history would start accumulating garbage if I let this chaos continue.
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Steam achievement integrations with samsface API breaking the code?
Hey all, I've nearly finished building a little tower defense / deckbuilder roguelike that I'm releasing to steam in the next couple of weeks. Using this API I was able to get achievements working exactly as intended through my Godot engine running of the game, but I uploaded the build to Steam and got some beta tester keys to send to friends, and all of them are encountering new bugs that were never in the game before that I'm 100% sure have something to do with the achievements code.
- Godot Steam Integration
- Valve has been recommending games should pause on Steam Overlay activation. So I made a plugin that let's Godot detect it :)
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Beat Invaders - Steam Store page is live! ( Source Code will be available as a DLC )
I plan a release in early February, I still have to wrap some things up and finish the Steam integration using Sam's Godot Steam API.
- If you're shipping a game on steam, checkout my Godot Steam plugin, no rebuilding Godot and supports Mac (even M1 machines)!
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Does anyone have experience in self-publishing to Steam?
actually should work with this repo now: https://github.com/samsface/godot-steam-api
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I open sourced my Steam integration plugin, hope is useful for Godot community 🙏
I mention in the video the source is on this branch: https://github.com/samsface/godot-steam-api/tree/work.
Gut
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Create non-game apps with Godot Engine
And it's extensible by plugins! I like using GUT [0] for unit tests, and it injects its own editor tab with a custom UI... which is just another Control node [1].
[0] https://github.com/bitwes/Gut
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Scan whole Godot 4 project for GDScript errors and warnings without running it?
I forgot to add that unit testing would be great for this. There's a couple frameworks out there, I'd suggest GUT: https://github.com/bitwes/Gut/tree/godot_4.
- GUT (9.0.1) for Godot 4 Released
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GdScript VS C#
There are some downsides. GDScript is a dynamically typed language, although you can use static typing, which is slightly more error prone. It doesn't innately support things like unit tests, either, although there's a decent unit test plugin that is in the process of being ported to Godot 4. It's a bit slower than C# for non-engine functionality as well, although you'll probably only notice if you are doing a bunch of nested loop operations (in which case you should probably refactor and try to avoid that kind of thing).
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Are there Godot Integration Testing Tools?
Allows to simulate input https://github.com/bitwes/Gut/wiki/Input-Factory
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my GDScript compiler is more then 20 times faster then Godot 4
I don't know if you're aware, but you can run some programs/scripts from the command line, even of tests. Using Gut, you can run tests from the terminal :
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How do you manage AssetLib addons with Git? Is there a way to install assets without adding all the files to my game's repository?
My solution in Godot 3 was to use sub-repositories. If I wanted GUT, for example, I'd fork the repo, move the contents of the addons folder to the root of the repository (and delete any extra root files), then import my GUT fork into my project as a subrepo. This meant that the entire module was stored as a single Git reference.
- How to write tests for GDNative plugins?
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The Godot Unit Testing (GUT) library is pretty good.
You can find the GUT library here: https://github.com/bitwes/Gut
- Is anyone here using GUT regularly? How's the experience been?
What are some alternatives?
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gdUnit3 - A Godot Unit Testing Framework
GodotSteam - An ecosystem of tools for Godot Engine and Valve's Steam. For the Windows, Linux, and Mac platforms.
wat - A Testing Plugin for Godot Game Engine
godot-git-plugin - Git implementation of the VCS interface in Godot
Godot-Tween-Interactive-Cheat-Sheet - Interactive cheat sheet for Godot's Tween node easing and transition types
dialogic - 💬 Create Dialogs, Visual Novels, RPGs, and manage Characters with Godot to create your Game!
OpenCppCoverage - OpenCppCoverage is an open source code coverage tool for C++ under Windows.
fmod-gdextension - FMOD Studio GDExtension bindings for the Godot game engine
vpuppr - VTuber application made with Godot 4
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot-visual-effects - Open-source visual effects designed in Godot, from our VFX Secrets course.