Quickly deploying Godot games on the web with Netlify
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them.
I thought maybe I could just run the index.html file locally, but that does not work, as the web-based games with Godot Engine rely on modern browser features that require specific opt-in settings from the web server. If you try to just run the “index.html” file directly, you’ll be greeted with the following type of message instead of the game:
Hosting with Netlify is super simple. Create a new manual deployment, create a zip from the exported files, and upload it. It’ll show the same error message until Netlify is configured to allow the required features. Simply add a
netlify.toml
configuration file with the following contents:
Here’s a tutorial on how to create breakable objects in Blender and Godot. It covers the steps needed to design and implement breakable objects, including scripting and using physics properties to make objects break apart into smaller pieces upon collision or other interactions.
This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …
One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …
Quickly deploying Godot games on the web with Netlify
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them.
I thought maybe I could just run the index.html file locally, but that does not work, as the web-based games with Godot Engine rely on modern browser features that require specific opt-in settings from the web server. If you try to just run the “index.html” file directly, you’ll be greeted with the following type of message instead of the game:
Hosting with Netlify is super simple. Create a new manual deployment, create a zip from the exported files, and upload it. It’ll show the same error message until Netlify is configured to allow the required features. Simply add a
netlify.tomlconfiguration file with the following contents:That’s all it took for a Godot Engine web export to come to life.
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Here’s a tutorial on how to create breakable objects in Blender and Godot. It covers the steps needed to design and implement breakable objects, including scripting and using physics properties to make objects break apart into smaller pieces upon collision or other interactions.
Inventory System 2 Alpha 4 available
This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …
When not all strings are Strings. Detect bugs in your GDscript more easily with static typing
One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …