EDIT: New version to try out now available!<br>http://www.mediafire.com/download/c89ooiyq12pnvy2/Collect_the_Gems%28Exp10%29.zip<br><br>This is a game that I have been working on and off on (a game that started out being a test of Godot's capabilities). I think I have it far enough that I can start sharing some content.<br><br>The game is rather incomplete as of now, but I have done enough polish in these early stages to share a couple of screens.<br><br><img alt="" src="http://s31.postimg.org/s9qr5ecaj/Godot_Game1.jpg" height="201" width="380"><br><img alt="" src="http://s31.postimg.org/ds3789gor/Godot_Game2.jpg" height="201" width="380"><br><br>If you haven't known already, the object of the game is to gather each gem in each level and then head to the exit. Some levels will also have a boss that you will need to fight while others are completely optional as bonus levels. Another thing is that the camera is restricted to pointing in one direction and the character restricted to eight directions (which adds a certain style to it, not to worry about popping though as the transitioning to each direction is rather smooth).<br><br>More levels will become unlocked as you get further into the game, and how much of the overworld is accessible will depend on that progress.<br><br>Anyway, I'm not uploading the project file yet as there's a few things to test yet (like the save system), but right now I have my time split between this and other interests and I also tend to be a little jittery when testing new mechanics (I guess you can thank the BGE and its bugs for that :/).<br><br>However, what I know works is the general gameplay (with elements such as spikes, turrets, hidden special objects that appear after every gem is collected ect...), the terrain shader with texture blending, the keeping of stats after the level (shown when on the pad of a completed level), general stats ect... Some of these gameplay elements are also not easy to get to a perfectly working state, but a good quality game is usually also one that doesn't make it easy on the developer.<br><br>Anyway, what do you think so far?<br>

I like it. I&#039;ve always been a fan of platformers. I like the style so far.The white &quot;robot&quot; ? reminds me of vectorman.Anywho, keep it up!

Thanks, I wasn&#039;t really thinking of Vectorman at the time, but I grew up playing the second game and it was pretty fun.Here is a screenshot showing what I&#039;ve been doing with the Main Menu in terms of polish, which includes a nice mixing of 2D and 3D elements according to their strengths (for one thing, the bot moves in from the left side and turns to look at you if you wait long enough).[url=http://postimg.org/image/xrkizawxd/full/][img width=380 height=201]http://s32.postimg.org/76i03quk5/Godot_Game3.jpg[/img][/url][url=http://postimage.org/]img hosting[/url]

Hey all, I just got the save system and level stats system in working order so I think it&#039;s good for an initial release (in a non-compiled form, that means people can learn from it and use it to promote Godot&#039;s ability for 3D games).Please note that you will need at least a mid-range GPU to play the game (due to the intensity of the 3D graphics).Not every quirk is eliminated yet, as some of them are tough to resolve. This version of the project was also done in Godot master, but I don&#039;t think I used any functions that would prevent it from working in 2.0.2 stable. Otherwise, you can go to http://www.purpleorangegames.com/godot/ to get the right version.

Just updated...There is now better alignment of the bot to the ground, more consistency in jump height, a proper quit process (esc. doesn&#039;t simply exit the game anymore), and a few quirks eliminated.

4 days later
2 months later

Hello again.I just produced a notable update that fixes a sizable number of gameplay issues along with a preview of the new boss level, I also cleaned up a number of the scene instances such as making use of multi-material geometry (thanks to that now being doable in Godot 2.1 alpha). You can also now do a proper exit out of the levels and go back to the Hub world (at the cost of anything you accrued in that level).As just hinted, I can&#039;t guarantee it will work in Godot 2.0.3 as I&#039;m now using 2.1 alpha (since it already seems to be pretty stable with development turning more towards fixing issues). There&#039;s already a number of places where you can get daily builds for those not wanting to mess with compilers.

Nice update!Have you considered using a version control system like Git or Mercurial to keep track of and push your changes? I always find it cumbersome to work with archives hosted on file sharing websites, cloning a git repo is so much more convenient (and makes it possible to check the git history and see how to project evolves).

[quote author=Akien link=topic=15440.msg16859#msg16859 date=1466661654]Nice update!Have you considered using a version control system like Git or Mercurial to keep track of and push your changes? I always find it cumbersome to work with archives hosted on file sharing websites, cloning a git repo is so much more convenient (and makes it possible to check the git history and see how to project evolves).[/quote]Right now, I just keep it simple by duplicating the game file after a series of major changes are done and continue work on the new copy while keeping the old ones for backup (if I really screw up on something).Besides that, most git-based sites either limit you to a public repository if you&#039;re using it for free or, for private projects, the amount of space is extremely limited. I don&#039;t think keeping backups on my machine is any issue since my C drive is 2 terabytes in size (and I had no trouble doing that when I used to use GameMaker and then the BGE).

Great work!, I like the atmosphere and the game space