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Merge pull request #300 from Calinou/showcase-add-interview-quotes-2
Add interview quotes for Hive Time, Primal Light and Human Diaspora
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@@ -28,3 +28,19 @@ is_hidden = 0
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{% put placeholder %} linear-gradient(90deg, #2f702e 1%, #849067 34%, #91975a 43%, #909759 47%) {% endput %}
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{% put youtube_embed_code %} w4M6-zkLN6Y {% endput %}
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{% put link_itch %} https://cheeseness.itch.io/hive-time {% endput %}
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{% put developer_article_quote %}
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<p>
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I felt like Godot enabled me to pull the core game together very quickly. The
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most attractive parts of the engine for me come from its nature as a Free/Open
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Source Software project and the ability that gives me to debug, fix, or
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modify the engine to suit my personal needs.
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</p>
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<p>
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I also feel more comfortable using free and Free tools because I can be
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confident that if others want to follow in my footsteps, financial or
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philosophical hurdles won't prevent them from doing so.
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</p>
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{% endput %}
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{% put developer_article_title %} Godot Showcase - Hive Time developer Cheeseness talks about his experience {% endput %}
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{% put developer_article_url_slug %} godot-showcase-cheeseness-hive-time {% endput %}
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@@ -32,3 +32,16 @@ is_hidden = 0
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{% put placeholder %} linear-gradient(90deg, #2e6d8f 11%, #32769d 47%, #295e8a 67%, #295e8a 73%) {% endput %}
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{% put youtube_embed_code %} NhPjTSAhFYM {% endput %}
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{% put link_steam %} https://store.steampowered.com/app/1395420/Human_Diaspora/ {% endput %}
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{% put developer_article_quote %}
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<p>
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Foremost, Godot is <abbr title="Free and Open Source Software">FOSS</abbr>.
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It entails freedom to dispose of my game projects as I best see fit without
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worrying about the intricacies of software licenses. And while learning to use
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it, I realized it already had the necessary set of tools to pull out my game
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ideas. The node architecture with the concept of scene within scenes and the
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straightforward way of scripting with GDScript sealed the deal for me.
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</p>
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{% endput %}
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{% put developer_article_title %} Godot Showcase - Human Diaspora developer interview {% endput %}
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{% put developer_article_url_slug %} godot-showcase-leocesar3d-human-diaspora {% endput %}
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@@ -33,3 +33,18 @@ is_hidden = 0
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{% put placeholder %} linear-gradient(90deg, #24190a 5%, #24190a 15%, #25190a 28%, #25190a 83%) {% endput %}
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{% put youtube_embed_code %} Kf4lVuTYdeM {% endput %}
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{% put link_steam %} https://store.steampowered.com/app/771420/Primal_Light/ {% endput %}
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{% put developer_article_quote %}
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<p>
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Godot has a ton of strengths. A few come to mind. First, Godot uses the pixel
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as the native unit of measurement, which makes it ideal for 2D games. Second,
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Godot has a much better implementation of coroutines than other engines (and
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coroutines are a game developer’s best friend). Third, Godot’s signal system
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provides an out-of-the-box implementation of the observer pattern that is more
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intuitive that what you have in other engines (for example, using C# events).
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Finally, Godot has better animation tools than other engines I have worked
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with.
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</p>
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{% endput %}
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{% put developer_article_title %} Godot Showcase - Primal Light developer interview {% endput %}
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{% put developer_article_url_slug %} godot-showcase-fat-gem-primal-light {% endput %}
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