Godot for Sidescrollers is an unofficial fork of Godot Engine that aims to improve the experience of both making and playing 2D pixel art games.
When it comes to making 2D games, Godot is a very capable tool. It offers pixel-based coordinates, which is useful for making sure all your art assets are using a consistent scale. It also has physics interpolation - a feature that isn't present in most engines - which allows you to take advantage of buttery-smooth high refresh rates while still maintaining the determinism that is important for many 2D action games.
Unfortunately, like any piece of software, there are bugs and other shortcomings. Patches are available for some of these, but they may not be in the latest stable release of Godot (or even merged into the latest git).
For the short term, Godot for Sidescrollers aims to bridge the gap by making these improvements available today in the latest stable release.
The project's longterm goal is for Godot for Sidescrollers to become redundant.
This project uses git-assembler to simplify merging patches on top of the latest stable release by allowing each patch to be in a separate branch, so they can all be merged into a fresh branch without complicating the revision history.
The actual scripts for this are found in the scripts
branch.
The generated gfs_patched
branch should not be modified directly, as git-assembler will overwrite its history. Changes should instead be made on patch branches and then added as merge steps inside the assembly
file.
Special thanks to fire for guiding me toward this workflow. He's a developer for the V-Sekai social VR project, which maintains its own Godot fork. Go check it out!
Godot for Sidescrollers is currently patched against 4.5 stable.
Generally speaking, Godot for Sidescrollers tries to avoid making breaking changes where possible. A project created in vanilla Godot should be able to open fine in Godot for Sidescrollers, and a project made in GfS should work in vanilla with only small changes, if any.
Therefore, compatibility-preserving bugfixes, small (non-asset-related) features, and editor workflow improvements are all good candidates for inclusion.
A list of patches can be found in PATCHES.md
(on the scripts
branch).
Code for the patches is licensed under the MIT License, the same license used by Godot.
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.
Official binaries for the Godot editor and the export templates can be found on the Godot website.
See the official docs for compilation instructions for every supported platform.
Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.
The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.
The class reference is also accessible from the Godot editor.
We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.
There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.