~swashberry/minigame-madness

A fast-paced microgame rush
[META] remove default_env.tres
[META] remove unnecessary global classes.
[MASTER] update version number to 21.3.4

refs

master
browse  log 
v21.3.4-alpha
release notes 

clone

read-only
https://git.sr.ht/~swashberry/minigame-madness
read/write
git@git.sr.ht:~swashberry/minigame-madness

You can also use your local clone with git send-email.

#Minigame Madness

Minigame Madness is a microgame project I started in November of 2020 to help teach myself the Godot engine and some basic principles of design. The original goal was to have twenty minigames finished by the end of 2020, but due to certain inevitable delays that got pushed back.

The game is currently in a prerelease state with 9 fully playable minigames.

Minigame Madness is mostly public domain software. I emphasize "mostly" because the game contains exactly one non-public-domain asset: the song "Skippitybop" by Spadezer, which is released under the Creative Commons Attribution 3.0 Unported license.

Additionally, even though Minigame Madness itself is in the public domain, compiled binaries are subject to the Godot Engine license, because the game runs in the Godot engine.

In spite of this, all of the work done by me on Minigame Madness will remain fully in the public domain. Further information on other assets used in the game can be found on the Credits screen in-game.

#Compiling

To my knowledge, the Godot Engine currently allows exports of projects for HTML5, Windows, Mac OSX, Linux, Android, and iOS. Wikipedia and a distant memory suggests that it also supports FreeBSD, NetBSD, and OpenBSD, but for the life of me I can't find export templates for those. Your mileage may vary. Minigame Madness was originally designed for the web and desktops, but if you want to try and get it working on a smart phone you be my guest.

Compiling a Godot Engine game is super easy. The first step is to clone a copy of this repository into a directory on your computer. The source code and other assets in this repository don't require any additional setup; every export I've ever done for this game has been a very simple push-button-get-game affair.

The next step is to download a copy of the Godot Engine. You can acquire Godot from their website or on Steam or grab the source code right here on GitHub.

After you've acquired Godot, it's a simple matter of importing the project by pointing the project manager to the project file in the directory you copied this repository to and finally exporting a binary for your chosen system. The Godot documentation has exceptionally well-written tutorials that will show you how to do this.

#I Found a Bug!

Good for you! Go ahead and let me know by leaving an Issue on Minigame Madness's GitHub page. Be sure to include details like the game's version number (displayed in the lower-left when you start the game), what system you're running it on, and which minigame you encountered the bug on. Oh, and describe the bug in detail, too. That step is pretty important.