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Port to Godot 2.0 #2

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akien-mga opened this issue Feb 3, 2016 · 5 comments
Closed

Port to Godot 2.0 #2

akien-mga opened this issue Feb 3, 2016 · 5 comments
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@akien-mga
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Opening the project as is in Godot 2.0 kind of works already, though by playing around I've noticed a few issues:

  • some scenes seem to have lost some of their content, like enemies/explosion.xml
  • some functions are missing so some levels won't load due to API breakage
  • some tiles seems to have a bad offset, probably due to an engine bug that was recently fixed and was likely there from the beginning

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:

  • With Godot 1.0, open the project and check how it behaves. If it seems better, resave all scenes using Godot 1.0 to update their contents, and check the git diff for each file to ensure that no information is lost (like animations, etc.)
  • Do the same with Godot 1.1
  • Do the same with Godot 2.0

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.

@akien-mga akien-mga self-assigned this Feb 3, 2016
@punto-
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punto- commented Feb 4, 2016

Is that necessary? I would say try opening them with 2.0 and replace the
missing assets.. Even if everything worked out of the box, it's likely that
most scenes will require assets to be changed or remade, so it's not worth
it to go through all those steps for every scene I think..

On 3 February 2016 at 19:14, Rémi Verschelde notifications@github.com
wrote:

Opening the project as is in Godot 2.0 kind of works already, though by
playing around I've noticed a few issues:

  • some scenes seem to have lost some of their content, like
    enemies/explosion.xml
  • some functions are missing so some levels won't load due to API
    breakage
  • some tiles seems to have a bad offset, probably due to an engine bug
    that was recently fixed and was likely there from the beginning

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:

  • With Godot 1.0, open the project and check how it behaves. If it
    seems better, resave all scenes using Godot 1.0 to update their contents,
    and check the git diff for each file to ensure that no information is
    lost (like animations, etc.)
  • Do the same with Godot 1.1
  • Do the same with Godot 2.0

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.


Reply to this email directly or view it on GitHub
#2.

@akien-mga
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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.

akien-mga added a commit to akien-mga/jetpaca that referenced this issue Feb 4, 2016
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.
akien-mga pushed a commit that referenced this issue Feb 6, 2016
Add MIT license header with copyright to each script
@akien-mga
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Fixed with #5 and later on with porting to TSCN. There were not as many issues as I had imagined in the end :)

@akien-mga akien-mga added this to the 0.1 milestone May 22, 2016
@aaronfranke
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What about to 3.0? It would be nice if Jetpaca could serve as a "What Godot can do" demo game.

@akien-mga
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