This is my first Godot project, my first project for every engine I learn.<br>This aims to recreate Atari Asteroids in Godot as close as I can to the original.<br>Here is my Github of the project where you can see the source. I even have a rar there of the Windows 32bit exported game.<br>Let me know what you think, I am still learning much about this game engine. I'm used to C++ and C#, you may be able to tell that though by reading the source. That or you look at my other projects.<br>When I have more time I plan to make a tutor of the making of this game. I noticed there are no recent tutors that cover this version of the engine yet. At least none that I could find, and documentation is kind of lacking. I like this engine, it makes for fast prototyping and it is open source.<br>If you just want to download the game executable, you can find that here.<br>Here is a screenshot, I can't get the attach image to work...<br>I'll do it the old fashioned way here. I edited the HTML myself.<br><br><img src="http://www.imageno.com/thumbs/20160918/wqb2spulftgo.jpg" alt="Atari Asteroids WIP Alpha 1" height="250" width="308">

Looks good, can't wait to see what more you do with Godot in the future! :smile:&nbsp;<br><br>

Man, you actually went and drew those things "by hand" didn't you? :) I assume the text is also drawn with ImmediateGeometry... Looking forward to a low-level tutorial approach!

I've done a tutor before, for a magazine years ago for 3D in XNA, freelance. It was fun, though my payment was just for a free issue of the magazine with my article in it. LOL I wanted the exposure and experience more than money.<br>That magazine is no more, sadly. They only published the first part. I did not get to complete it as it was supposed to run in four magazines as a series, so I posted it to the web.<br>It is still there if you want to see it.<br>For it I used geometry though.<br>Yes razvanc-r I did them "By hand." When I did the Polycode version I got serous. I took screenshots of the original arcade game. (Figured out there was four different kinds of rocks.) Used a graph to figure out exact sizes, that only took a few hours. I just copied that data from the Polycode C++ version into Godot. I did the same thing for Asteroids Deluxe. AD has some interesting game mechanics and I may translate that one too.<br>I came from a world of doing graphics on a Commodore 64. You had to separate the screen into 8X8 squares. Oh those were the days.<br>Yes the numbers are done in the same way, as will be the letters when I get that added. I just thought of them as like an LCD watch. I pass the number into a function, separate it by each digit, see what parts are on and off (An array), draw it. Have a look at the source. I'll get around to commenting the code when I have more time.<br>It will have a top ten list just like the arcade, saved to disk though. When it is done.<br>Also yes I'm crazy, but I think it is fun.<br><br>

Yeah, I remember writing my own bitmaps in qbasic, not quite commodore but still, it was fun though I wouldn't want to do so again.<br>

There is one thing, when I tried to export this to HTML5 all the IG looked like rectangles. Does HTML5 exporter not support IG?

@LanceJZ, the HTML5 exporter is experimental (for a long time now), I don't think it's ready for production... plus you end up with a 28 mb of a game even if it's a simple Asteroids clone... so maybe not worth it...

Yeah I noticed that razvanc, just wondered if anyone cared. I just thought it would be an easy way to show my friends at work.

In one more week I'll be out of work again. I thought I had another job offer but so far it may have fell through. My contract at Microsoft ends at the end of this month, so I'll have much more time to play.