Hi. This was made in Godot 2.1 (almost 10 yo, wow), maybe some old dependencies are broken? (GL, Xorg or something)
+>eons
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The original game where I took the inspiration is made to be hard to be good at it, so I take that as an accomplishment. I’ve tried with faster boats but was weird with the slow jump, an idea was to add a lot more planes and maybe some missiles to avoid, a powerup to fly a bit a la godzilla vs hedora and other silly stuff.
Thanks for playing it!
Godot does have a visual scripting system, node based like unreal BP, but can be a bit rough to learn in the short time of a jam (some people have learned visual scripting quickly, but not that fast) so GDScript may be easier.
If you used Construct also you may be facing several challenges like a different way of structuring games, written code, and according to your question, a third dimension too. It is always advised to try to tackle one thing at a time so try first, like the jam theme says, something simple.
Later the migration from 2D to 3D in Godot is simple in terms of logic and basic structures, is just complex in the same way 3D is complicated in general.
Back to programming.
Sadly, and despite that GDScript is a nice and simple starting language for learning programming, there are not many resources to start learning from zero (yet), people is usually directed to sites like https://www.learnpython.org/ which cover the programming basics with a language similar to gdscript, then the official documentation and try to experiment.
That said, here are some video tutorials focused on programming made by godot contributors and content creators:
Create a game with visual script:
https://www.youtube.com/playlist?list=PLQsiR7DILTcwfzXxkyDIyFA-XJoG39U9L
Intro to GDScript:
A long tutorial about GDScript: https://www.youtube.com/playlist?list=PLJ690cxlZTgL6KVSNl5RVKZ0O1_oD5BWB
In the link that Winston put are tutorials about custom drawing, how canvas layers work and other useful stuff too.
You can also use Line2D nodes which can make fancy lines on top of Polygon2D nodes (using the same set of points), there are MeshInstance2D nodes too but are a bit hard to use.
And Godot importer can rasterize SVG files (in editor, not at runtime) if you want to just use svg assets.
To not waste much time, if you can check the requirements for mobile exports, get and configure all the tools (export templates, sdks).
On Android you can do updates of scenes and scripts with the game running on the device and see the modifications instantly (or crash the game :D ) which can help to test changes quickly on the target platform (I have no idea about iOS).
This is the official discord server (accept the rules to have full access) https://discord.gg/4JBkykG
More community sites are in https://godotengine.org/community (but may not be suitable for the jam)
If you need motivation for something simple, a great resource (even for serious projects) are old game manuals, some of these look like design documents.
A great site for this kind of resources is https://www.atariage.com
For example take a look at this page of the manual of Human Cannonball
The official documentation has a section called tutorials that also show how to do specific things, from simple logic like how to use a physics body to more complex like networking.
I'm not sure if there is a collection of snippets but almost everything is "plug and play", you can take the character scene and script files from a demo project and use it on your own project without changes in most cases.
This is a really really nice game.
At first looked a bit dull, when pressed the sleep button I have thought that was the end game, then my reaction was "what the...!".
Cool puzzles too, could not quit until finished it :D
2D dash sometimes was hard to control, like always dashing to the right and 3D controls may need some polishing.
Now that you mention it, I think there are no direct examples of how to do it for 3D,
For simple systems you can do the same as on http://docs.godotengine.org/en/3.0/getting_started/step_by_step/ui_game_user_int... you will work on a 2D viewport but controls will be shown over the 3D one when running if is inside the same scene.





