A really simple (and visually strange) demonstration project for Voxelman.
It is a first person parkour game. Reach the weird glowing teleporter at the end of each level.
In order to open this, you need to have a Godot built with voxelman added!
You can either just get an executable at the releases tab, or you can build one yourself see here.
You can also try a live version running in the browser here.
Unfortunately the web editor needs custom http headers to work and I can't set that up from github.io, so right now I don't have a hosted version of that.
Uses GLES3, and is loaded with effects. It will likely make low powered devices (like phones) cry.
Should work on all platforms (even when there is no threading available).
It does not have touchscreen controls tough.
w
,a
,s
,d
: Movement
space
: jump (you can also double jump)
shift
: run
r
: reload level
esc
: ingame menu
https://opengameart.org/content/foot-walking-step-sounds-on-stone-water-snow-wood-and-dirt
Author:
Jute (Submitted by qubodup)
Thursday, February 11, 2010 - 02:27
Art Type: Sound Effect
Tags: snow step walk walking movement dirt Wood water wet footstep foot run Action RPG Fantasy Other
License(s): GPL 3.0, GPL 2.0
These sounds were made by Jute for DungeonHack. They are based on sounds from pdsounds.org.
I did modify the effect I use from it.
The font is licensed under the Apache License. (it's next to it.)
Grab an engine which has voxelman built in, and then open the project inside the game
folder.
Currently this project uses my fork of godot (3.x).
This contains a port of TokageItLab's SkeletonEditor pr.
The original godot source will work, if you want to use that in your build.
Also, it doesn't just come with voxelman and it's optional dependencies, I decided to include (keep), some of my more useful modules aswell.
here's the full list:
https://github.com/Relintai/entity_spell_system.git
https://github.com/Relintai/ui_extensions.git
https://github.com/Relintai/texture_packer.git
https://github.com/Relintai/godot_fastnoise.git
https://github.com/Relintai/mesh_data_resource.git
https://github.com/Relintai/props.git
https://github.com/Relintai/mesh_utils.git
https://github.com/Relintai/thread_pool.git
https://github.com/Relintai/voxelman.git
If you don't want some of these in your build, then you can remove them by editing the project's module_config.py file.
First make sure, that you have everything installed to be able to compile the godot engine. See the official docs for compiling Godot for more info. My setup/compile script uses the same tools, so you don't need to install anything else.
Now let's clone this repository:
git clone https://github.com/Relintai/the_tower
cd into the new folder:
cd the_tower
Now let's run the project's setup script, by calling scons without arguments.
scons
This will clone and setup the engine, and all of the required modules into a new engine
folder inside the project, using http.
(If you want to use the github's ssh links append repository_type=ssh
like scons repository_type=ssh
)
Once it is done you can compile the engine.
To build the editor on windows with 4 threads run the following command:
scons bew -j4
To build the editor on linux with 4 threads run the following command:
scons bel -j4
I call this feature of the setup script build words. See.
Once the build finishes you can find the editor executable inside the ./engine/bin/
folder.
For convenience there is a provided editor.sh
, or editor.bat
for running it from the project's folder.
These will create a copy, so you can even compile while the editor is running.
Alternatively if you don't want to use build words, you can also just go into the engine folder:
cd engine
And compile godot as per the official docs.
The project's setup script contains support for "build words". These can be used from the root of this project.
For example to build the editor for windows with 4 threads you can use:
scons bew -j4
The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
The rest of the arguments will be passed directly to godot's scons script.
Append e
to build with tools=yes
a.k.a. the editor.
scons bew -j4
if you omit e
, the system will build the export template for you. For example:
scons bw -j4
This will be the release_debug
windows export template.
l
: linux
w
: windows
a
: android
j
: Javascript
i
: iphone (Not yet finished, use build_ios.sh
, and build_ios_release.sh
)
Mac OSX: Not yet finished, use build_osx.sh
By default the system builds in release_debug.
Append d
for debug, or r
for release.
scons bewd -j4
build editor windows debug
scons bwr -j4
build windows release (this will build the windows release export template)
Note: This only works on linux!
append s
to the build string.
Optionally you can also make the build system only build a target module, by appending one of these:
E
: Entity Spell System
T
: Texture Packer
V
: Voxelman
W
: World Generator
P
: Procedural Animations
Example:
scons belsE -j4
build editor linux shared (Entity Spell System) with 4 threads
Note: to easily run the editor you can use the editor.sh
or editor.bat
in the root of the project.
Append v
to pass the vsproj=yes
parameter to the build script. This will generate Visual Studio project files.
There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.
You can use as many as you want.
For example:
scons bel_slim_latomic -j4
With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.
scons bel_slim -j4
If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.
It will add the -latomic
command line switch to the linker flags.
I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.
scons bel_latomic -j4
Appends debug_symbols=no
to the build command, which will strip the resulting binary from debug symbols.
scons bel_strip -j4
Appends threads_enabled=yes
to the build command. Useful for building the editor for html.
scons bej_threads -j4
In order to use scons cache and to tell the build system where some of the required sdks are located you usually have to use environment variables. Most of the time you might just want to add them globally, howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have multiple sdk versions installed).
In order to solve this a build config file was added.
If you want to use the config simply rename the provided build.config.example
to build.config
, and customize
the settings inside.
If you you don't want to use the setup script (or just want to know what it actually does), this section will explain how to set everything up manually.
First clone godot. Either my fork (recommended at the moment):
git clone https://github.com/Relintai/godot.git
or the official 3.x master:
git clone https://github.com/godotengine/godot.git -b 3.x
go into engine's modules fodler.
cd godot/modules/
Now go ahead and get every single required engine module from here.
cd ../../
Now if you look at the HEADS file.
It contains the commit hashes for that particular revision for every module and the engine.
You need to go through them and checkout the proper commits.
Now you can go ahead and compile godot normally.
First pull the changes by calling
git pull orgin master
Then just run scons
, to update the modules.
Note: this is how to update the HEADS file. Normally you don't need to do this.
If you want to update the modules, and the engine to the latest, you can use (action=update
):
scons a=u
You can also update different targets: all
, engine
, modules
, all_addons
, addons
, third_party_addons
For example to update the engine to the latest: scons a=u target=engine