Started porting https://t.co/2f6FWbJL34 to godot 3.X as well with more features and multiple versions (C#, GDNative (C++), GDScript)...!
@godotengine@itchio#IndieGameDev#OpenSource
Hello, remember me @rameshravone @frogsqr. Who developed `GodotFirebase`and disappeared. I know, There are some who hate me for abandoning the Firebase module, I'm sorry for that.
But guess who's back and this time I'm here to stay.
@diogohex @rameshravone @asheraryam @YouTube No, the terrain is entirely written in rust over gdnative, using noise (Perlin) library and Godots ArrayMesh.
But the mesh simplification is based on
`Fast-Quadric-Mesh-Simplification` which I ported from C to Rust.
Run animation cycle for Mousse! Her name is Mousse, did you know that? 😌
The necklace/cloth/tail animation are SUPER placeholder since they are going to have in-engine physics on Godot, but I couldn't bear to look at them frozen in place.
To use `GodotFireBase, GodotAds, GodotGoogleService` modules with godot 2.X, You can copy the `build.gradle.template` and `AndroidManifest.xml.template` from godot 3.1 (master branch) into `GODOT/platform/android/`
@godotengine@Firebase#FrogSquare
If you are using `GodotFireBase, GodotAds, GodotGoogleService` and about to publishing your game make sure you set `<moduel>.set_debug(false)` which will disable the log output's of these module.
@godotengine @frogsquaregames
Many #GodotEngine games published on #GooglePlay have been removed recently, due to a misunderstanding from Google of the placeholder permissions Godot uses to let you set actual permissions.
See this article for info on how to fix it: https://t.co/wI6CwJ699q
Porting Links & Dots to Godot3 with more features (Simulator for level design and target) https://t.co/J0V2iNQKCT #indiegames via @itchio@godotengine#godot3