diff --git a/themes/godotengine/pages/showcase/hive-time.htm b/themes/godotengine/pages/showcase/hive-time.htm index cd48d6c022..3f7fc88a13 100644 --- a/themes/godotengine/pages/showcase/hive-time.htm +++ b/themes/godotengine/pages/showcase/hive-time.htm @@ -28,3 +28,19 @@ is_hidden = 0 {% put placeholder %} linear-gradient(90deg, #2f702e 1%, #849067 34%, #91975a 43%, #909759 47%) {% endput %} {% put youtube_embed_code %} w4M6-zkLN6Y {% endput %} {% put link_itch %} https://cheeseness.itch.io/hive-time {% endput %} + +{% put developer_article_quote %} +
+ I felt like Godot enabled me to pull the core game together very quickly. The + most attractive parts of the engine for me come from its nature as a Free/Open + Source Software project and the ability that gives me to debug, fix, or + modify the engine to suit my personal needs. +
++ I also feel more comfortable using free and Free tools because I can be + confident that if others want to follow in my footsteps, financial or + philosophical hurdles won't prevent them from doing so. +
+{% endput %} +{% put developer_article_title %} Godot Showcase - Hive Time developer Cheeseness talks about his experience {% endput %} +{% put developer_article_url_slug %} godot-showcase-cheeseness-hive-time {% endput %} diff --git a/themes/godotengine/pages/showcase/human-diaspora.htm b/themes/godotengine/pages/showcase/human-diaspora.htm index 3d7dc268f6..151cfa1ebc 100644 --- a/themes/godotengine/pages/showcase/human-diaspora.htm +++ b/themes/godotengine/pages/showcase/human-diaspora.htm @@ -32,3 +32,16 @@ is_hidden = 0 {% put placeholder %} linear-gradient(90deg, #2e6d8f 11%, #32769d 47%, #295e8a 67%, #295e8a 73%) {% endput %} {% put youtube_embed_code %} NhPjTSAhFYM {% endput %} {% put link_steam %} https://store.steampowered.com/app/1395420/Human_Diaspora/ {% endput %} + +{% put developer_article_quote %} ++ Foremost, Godot is FOSS. + It entails freedom to dispose of my game projects as I best see fit without + worrying about the intricacies of software licenses. And while learning to use + it, I realized it already had the necessary set of tools to pull out my game + ideas. The node architecture with the concept of scene within scenes and the + straightforward way of scripting with GDScript sealed the deal for me. +
+{% endput %} +{% put developer_article_title %} Godot Showcase - Human Diaspora developer interview {% endput %} +{% put developer_article_url_slug %} godot-showcase-leocesar3d-human-diaspora {% endput %} diff --git a/themes/godotengine/pages/showcase/primal-light.htm b/themes/godotengine/pages/showcase/primal-light.htm index 9c5d7ab5ec..78418eabcb 100644 --- a/themes/godotengine/pages/showcase/primal-light.htm +++ b/themes/godotengine/pages/showcase/primal-light.htm @@ -33,3 +33,18 @@ is_hidden = 0 {% put placeholder %} linear-gradient(90deg, #24190a 5%, #24190a 15%, #25190a 28%, #25190a 83%) {% endput %} {% put youtube_embed_code %} Kf4lVuTYdeM {% endput %} {% put link_steam %} https://store.steampowered.com/app/771420/Primal_Light/ {% endput %} + +{% put developer_article_quote %} ++ Godot has a ton of strengths. A few come to mind. First, Godot uses the pixel + as the native unit of measurement, which makes it ideal for 2D games. Second, + Godot has a much better implementation of coroutines than other engines (and + coroutines are a game developer’s best friend). Third, Godot’s signal system + provides an out-of-the-box implementation of the observer pattern that is more + intuitive that what you have in other engines (for example, using C# events). + Finally, Godot has better animation tools than other engines I have worked + with. +
+{% endput %} +{% put developer_article_title %} Godot Showcase - Primal Light developer interview {% endput %} +{% put developer_article_url_slug %} godot-showcase-fat-gem-primal-light {% endput %}