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Port to Godot 2.0 #2
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Is that necessary? I would say try opening them with 2.0 and replace the On 3 February 2016 at 19:14, Rémi Verschelde notifications@github.com
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It might be overkill indeed, I'll try to experiment a bit more to see if we really lose data when using Godot 2.0 directly. Actually it was when opening enemies/explosion.xml that I was under the impression that some metadata might be lost, as it doesn't show anything out of the box in the editor. But by having another look right now I've noticed that all the visual and audio effects are triggered by calling the explode() function :) I'll try to go directly with 2.0 then, and maybe just launch the original game with 1.0 just to compare and see if I spot regressions. |
Part of KOBUGE-Games#2. Some tilesets can't be properly converted to the new format as their source scenes are broken, see KOBUGE-Games#4.
Add MIT license header with copyright to each script
Fixed with #5 and later on with porting to TSCN. There were not as many issues as I had imagined in the end :) |
What about to 3.0? It would be nice if Jetpaca could serve as a "What Godot can do" demo game. |
Opening the project as is in Godot 2.0 kind of works already, though by playing around I've noticed a few issues:
All in all nothing too hard to handle, but we'll have to be cautious and do it right, especially so that we don't lose data. As the current code was seemingly developed on Godot pre-1.0, I propose the following:
git diff
for each file to ensure that no information is lost (like animations, etc.)Once all this scene format upgrade has been done, we can start considering actually fixing the API changes, tilesets and maybe port the scenes files to the TSCN format.
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