Spyke

[RELEASE] v1.0.0b GoTink BETA PUSH!

It's been far too long. I got busy with other responsibilities. I could say that, but I really only needed to do a few updates to push to beta and I slacked.

Not like anyone was waiting though, but I could have had made an impact in another timeline.

Anyways, I forgot my workflow and what I updated.

Here's what I did not do compared to what I said would be in beta push:

  • Remove description from addons grid and possibly make grid item larger (there in the source, but haven't figured out proper design)
  • Download size for addon (technically there but you gotta start downloading)
  • Delete addon button (could not figure it out, many errors and crashes)

I need to develop a better file server. I should probably start with Godot as I was going to. Did my way of writing change? My sentences feel very short.

The file server I will make shall have API for requesting information! It shall be easy to use and upload to. Oh! I should make a web client for it as well!

I keep clicking the map icons thinking they would do anything. I will add functionality soon.

The official addons server has been shutdown to save on funds. MAKE SURE YOU HAVE THE LATEST ADDONS available here. I will be updating more soon.

Play Now! Source Code!

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[DEV] Status Update - Beta Release News

Hello everyone, I apologize for the lack of recent updates. We will be bumping into the beta after the following requirements have been met:

  • Remove description from addons grid and possibly make grid item larger
  • Download size for addon (optional requirement)
  • "X addons have been disabled due to game version" notification
  • Delete addon button
  • Custom addon server setting
  • Map icons
  • List of addon files
  • Addon Previews Images (no preview available placeholder)
  • Addons are updated
  • Change addon_id from hash to simple author_addonname (before hash)

So basically, beta is next release and commit!

Additionally, I will be developing several new addons and additions to some to create a variety to choose from. Some ideas are listed below:

  • Bananas
  • Destructable Cars
  • Tyrannosaurus AI (very cool, it just runs around eating players)
  • Nextbot
  • Zombies or Monsters
  • A bunch of random props
  • Giant (big) City map
  • Village Map
  • Playermodels
  • Content from my other games (wasteland frontier, funbio, etc)

The first multiplayer "game mode" - an entity usually placed in a map that automatically sets off fun events - will be Trash Compactor, a game mode that is extremely inactive but I would love to play again. Some others may be the classic Prop Hunt, Murder, Zombie Survival, DarkRP, etc. Of course, Sandbox has already been created as it is just the base game.

Note: I have been making the game off of memory, but started playing Garry's Mod once again. While it's not as active as it used to be, it is very entertaining with friends! Also, I have noticed that in Garry's Mod, the physics gun picks up from where the mouse was positioned. You'll know it when you see and compare.

Check for more information in the comments if I have forgotten.

The current in-dev version is v2.8.1a

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

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[UPDATE] v2.6.0a Props now spawn facing + gravity gun + entities + weapons + more

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Now we are closer to weapons.

There are also entities now. Entities are interactable nodes/objects specifically designated to be so. Entities can be either RigidBody or StaticBody. They are activated on user interact input but also are allowed to have a startup script (_ready func). Entities are meant to store data for later use and to run scripts.

Props are not supposed to have scripts so that is what separates them.

Examples of entities may be:

  • Light switches
  • Terminals
  • Money printers
  • Gamemodes
  • Pickups
  • Turrets

Weapons are anything equippable (be it player or NPC). Weapons are simply items that work only when it is equipped.

Examples of weapons may be:

  • Physics gun
  • Gravity gun
  • Hands
  • Pistol
  • Grenade (before entity)
  • Key
  • Food
  • Medkit

There are some flaws in the recent pushed code that are to be addressed at a later time. They work performance wise and do not cause any bugs, but I know they can most definitely be improved by a helpful pull request. They are just not of the major concern right now.

About to bump to beta! A lot basic features have been added and I would like to start working on the repo issues any feature creeping begins.

Some things to look forward to in coming Beta releases:

  • New Theme
  • More Settings
  • Addon Downloads and Servers
  • Vehicles (maybe alpha)
  • NPCs
  • Toolgun
  • Audio
  • Multiplayer (local and online)
  • Much More!

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

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GoTink Flatpak Distribution Thread

I am still considering Flatpak or not as they only have a github repository. I do not want to touch anything proprietary like that. Also all my alias email github accounts keep getting terminated.

Another option would be to have a flatpak repo for all of my games hosted on codeberg or a VPS.

In this thread, we will discuss how the creation of the flatpak and how it should be distribution.

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[RELEASE] v2.3.0a | GoTink - Open Source Physics Sandbox

GoTink v2.3.0a has been released!

Only 15 commits since previous release but a lot of fixes, improvements, features and updates have come.

Play Now! Source Code!

Changelog:

Notes: had a lot but forgot most so just remember to have fun also delete any settings and reimport any old addons

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[DEV] Yes, Multiplayer.

This is a quick post. Working on multiplayer.

Initial Test: 51638ff2a8

Dedicated Server (headless)

How to try it out?

  1. download and open latest gotink source
  2. download and run (in terminal) dedicated server binary (or compile manually for better security)
  3. go to multiplayer and connect
  4. go to singleplayer and load a map

There are no synced physics at the moment.

Only position and rotation are sent to server and spit back out to all the other clients to work with.

Considering having physics calculated on client side.

How will accounts work in the future? Think of Project Zomboid or Minetest. A simple username and password will suffice, and be stored differently for each hosted server. Please use strong passwords.

P2P will be available in due time.

Just looking to play the latest stable version?

Play Now! Source Code!

I understand that developing multiplayer games can be difficult. If you believe I may be able to lend any advice or experience, do not hesitate to contact me for help.

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[UPDATE] v2.7.0a You can now download mods from addon servers

2ee9da00a1

This is a proud day.

We have finally implemented a quick and easy solution to getting into gameplay!

There is now an official addon server and addon downloading.

Expect a release after some extra improvements are added.

Notes:

  • setting for changing addon server coming soon
  • probably some other changes that happened between days
  • accidently left in a somewhat large (9mb) file in the commit history, will figure out how to purge later down the line (please help)... the actual repo size should be at most 6mb but several large files found their way in during its history :(

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

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[DEV] Addons Server + Online Server

This is not an update to the game, but of progress. I have decided to purchase a VPS and will be using it for testing servers.

Actually renting/owning a server brings us one step closer to multiplayer capability and the main aspect of a fun physics sandbox.

If there are no addons, no one would play. If there is no one playing, no addons will be made.

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