Sean Tilley
Sean Tilley
Sean Tilley

 San Francisco, CA (37.7485824 -122.4184108) 
@Hubzilla Development+

It's a tough nut to crack, but it's possible to export a #Godot game to HTML5, then embed the resulting game into a #Hubzilla addon. Right now I'm experimenting with loading a platformer game demo into the skeleton add-on as a base. I've got the files spread out and structured into a hierarchy, and I hope to get the player to successfully load with these changes. After that's done, I'll be able to put it into a proper view template, and wrap some native interface elements around it.

My hope is that this could provide a method for sharing my games on the web, in something that could be featured as a personal gallery. A pipe dream version of that may be some kind of "Game Library" add-on that can load and store related Godot HTML5 games and display them in a gallery of sorts.

As far as HTML5 games are concerned, there are generally a number of limitations. Keyboard input works well with Godot, but right-click interactions seem to be off the table for now. Games also seem to be affected by load times proportionate to the overall file size, although it seems that this can be handled gracefully when it comes to loading individual scenes (game levels or rooms). I'm curious to test this out with my own projects as their size and complexity scales up.

Another interesting aspect is that Godot can be made to interact with libraries and environments outside of itself. In theory, it may be possible to provide some sort of bridge between Hubzilla's own hooks and the game engine. One simple way to demonstrate this might be for the game to welcome a player by their channel name.
I participated in a Godot workshop last year, this is an awesome idea... another  obvious thing would be for Hubzilla to keep track of player scores.

 San Francisco, CA (37.7840504 -122.39738839999998) 
In the interest of maintaining a history of my game development attempts (and set a place aside for future projects), I've gone ahead and set up a Game Development Wiki that focuses on things I've worked on. Many of the existing resources have been lost to time, but there are some promising leads regarding old file backups.

The most fleshed-out page currently is for Space Quest 3 VGA, a remake that I attempted when I was around 15/16 years old. Prior to abandoning this project, I handed off the source code to Steve from Infamous Adventures, a team working on a VGA remake of Space Quest II. Earlier this year, Steve told me that he still had the backed-up files, which has allowed me to go through and screenshot the best-looking parts.

#SpaceQuest #GameDev
 from ActivityPub
@dsh It's a shame none of these were ever finished, each of them look like something I would enjoy.
 37.7840218 -122.3973453 last edited: Tue, 05 Dec 2017 15:56:06 -0800  
Losing all of the old game files that I used to work on as a teenager is a huge bummer sometimes. I feel like I really bet on the wrong horse, as far as file hosting and backups are concerned.

2Dadventure and MegaUpload don't seem to have any backups floating around anywhere. It'd be really cool if I could recover something playable, but it seems the bulk of it is just gone, gone, gone. ?

Of course, the one garbage game I made totally survived.
kai favourited a status by

 37.784008799999995 -122.39733169999998 
One of the few games that I worked on in my earlier years which I've managed to recover. Many of my other projects remain lost to time; it's rather unfortunate that the one I could recover also ranks among my worst efforts.

But hey, it's something for the archive.

maybe I can share it for someone who uses windows, unfortunately not for me ;)
It actually works pretty well in Wine, and there is a Linux runtime for Adventure Game Studio titles that's not too hard to get working.

In the future, I may attempt to package some titles for easy installation.