The Godot Micro-Update

Picture of a fake computer window in a real computer window. The field on-screen reads: "Who's going to be using this device? You, Probably."

Well, when I originally chose to start figuring out how to port my project to Godot, I chose 3.5.2 because it was the version that supposedly supported building C# projects to HTML5.

After a few hours or so of fiddling… yeah. Can confirm, it does. The process of building for different platforms wasn’t honestly that much different from my experiences with Unity. Of course, it doesn’t support consoles out of the box, but I’m not really working on anything focused on consoles at the moment, so…

¯\_(ツ)_/¯

Actually, that’s a pretty accurate summation of my experience with Godot thus far. I semi-regularly brush up against something in the documentation that makes me go:

“Yeah, I see how that could be a problem if I were working on something more ambitious.”

-and then I return to figuring out what shade of blue I want to make one of the four assets on-screen at any given time.

The only thing I’ve been unable to do so far was get a struct to pop up in the editor. In unity, you just slap a [System.Serializable] on that thing, a [SerializeField] in whatever script you want it in, and bam! It’s in the editor! But if something that frivolous is the first thing to trip me up so far, that means it’s going pretty well, I think.

All-in-all, It’s pretty good for my purposes. And I do enjoy working with the tools here better than some equivalents I’ve used previously.

I guess I’ve got to do something real with this knowledge now, huh?

Doorways 9, by MyKneecaps. Coming to itch.io Soon (tm).

Have a good night, everybody.

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