Ensure most demos have descriptions and screenshots

This commit is contained in:
Aaron Franke
2021-08-16 16:24:05 -05:00
parent 89978a7421
commit 7d64830cfe
84 changed files with 197 additions and 16 deletions

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@@ -22,6 +22,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
![Screenshot](screenshots/dodge.png)
## Copying
`art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest

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@@ -33,6 +33,12 @@ _global_script_class_icons={
[application]
config/name="2D Physics Tests"
config/description="This demo contains a series of tests for the 2D physics engine.
They can be used for different purpose:
- Functional tests to check for regressions and behavior of the 2D physics engine
- Performance tests to evaluate performance of the 2D physics engine"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"

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@@ -13,3 +13,7 @@ Renderer: GLES 2
GBot character Copyright © circa 2020 Andreas Esau, MIT License.
Initial rigging and animating Copyright © 2020 RustyStriker, MIT License.
## Screenshots
![Screenshot](screenshots/screenshot.png)

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@@ -21,6 +21,9 @@ _global_script_class_icons={
[application]
config/name="Skeleton2D Demo"
config/description="This demo shows how to create a rigged and animated character in 2D using
Godot's Skeleton2D node. There are several movement-related animations and
there is a simple character controller that controls the animations."
run/main_scene="res://level.tscn"
config/icon="res://icon.png"

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@@ -3,7 +3,7 @@
This demo contains a series of tests for the 3D
physics engine.
They can be used for different purpose:
They can be used for different purposes:
- Functional tests to check for regressions and
compare the behavior between physics engines

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@@ -27,6 +27,12 @@ _global_script_class_icons={
[application]
config/name="3D Physics Tests"
config/description="This demo contains a series of tests for the 3D physics engine.
They can be used for different purposes:
- Functional tests to check for regressions and compare the behavior between physics engines
- Performance tests to evaluate and compare performance between physics engines"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"

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@@ -27,7 +27,11 @@ _global_script_class_icons={
[application]
config/name="Voxel Game"
config/description="This demo is a minimal voxel game, inspired by others such as Minecraft."
config/description="This demo is a minimal voxel game, inspired by others such as Minecraft.
Sticking to GDScript and the built-in Godot tools, as this demo does, is
quite limiting. If you are making your own voxel game, you should probably
use Zylann's voxel module instead: https://github.com/Zylann/godot_voxel"
run/main_scene="res://menu/main/main_menu.tscn"
config/icon="res://icon.png"

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@@ -8,3 +8,7 @@ Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/527
## Screenshots
![Screenshot](screenshots/mic_record.png)

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@@ -7,3 +7,7 @@ Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/529
## Screenshots
![Screenshot](screenshots/autoload.png)

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@@ -7,3 +7,7 @@ Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/531
## Screenshots
![Screenshot](screenshots/scene_changer.png)

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@@ -11,6 +11,11 @@ config_version=4
[application]
config/name="Saving and Loading (Serialization)"
config/description="This demo showcases how to save a simple game with each serialization
format supported by Godot: ConfigFile and JSON.
For more information, see this documentation article:
https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html"
run/main_scene="res://save_load.tscn"
config/icon="res://icon.png"

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@@ -11,6 +11,12 @@ config_version=4
[application]
config/name="Operating System Testing"
config/description="This demo showcases various OS-specific features in Godot.
It can be used to test Godot while porting it to a
new platform or to check for regressions.
In a nutshell, this demo shows how you can get information from the
operating system, or interact with the operating system."
run/main_scene="res://os_test.tscn"
run/low_processor_mode=true
config/icon="res://icon.png"

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@@ -1,9 +1,13 @@
# Pause Demo
A demo showing how the game can be paused.
A demo showing how a game made in Godot can be paused.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/147
## Screenshots
![Screenshot](screenshots/pause.png)

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@@ -11,7 +11,7 @@ config_version=4
[application]
config/name="Pause"
config/description="A demo showing how the game can be paused."
config/description="A demo showing how a game made in Godot can be paused."
run/main_scene="res://spinpause.tscn"
config/icon="res://icon.png"

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@@ -10,3 +10,5 @@ Renderer: GLES 2
Note: There is a C# version available
[here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/android_iap).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/532

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@@ -15,6 +15,9 @@ modules="org/godotengine/godot/GodotPaymentV3"
[application]
config/name="Android In-App Purchases"
config/description="This demo shows how to make in-app payments in Android.
Note: Running the demo requires exporting and uploading the game to Google Play."
run/main_scene="res://main.tscn"
config/icon="res://icon.png"

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@@ -18,11 +18,11 @@ mesh = SubResource( 2 )
material/0 = null
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.926535, 0.11439, -0.358396, 0.199614, 0.658013, 0.726067, 0.318884, -0.744267, 0.586839, 0, 4.14991, 0 )
transform = Transform( 0.926535, 0.11439, -0.358396, 0.199614, 0.658013, 0.726067, 0.318884, -0.744267, 0.586839, 0, 0, 0 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.09558 )
fov = 74.0
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 5 )
fov = 60.0
near = 0.1
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]

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@@ -8,6 +8,9 @@ anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 0
size_flags_vertical = 0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxContainer" type="HBoxContainer" parent="."]
margin_right = 1024.0

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@@ -0,0 +1,13 @@
# Multitouch Cubes Demo
Demo of multitouch input and different gestures using the touch API. This demo is meant to be used with a touch-enabled device such as a phone or tablet.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/141
## Screenshots
![Screenshot](screenshots/multitouch_cubes.png)

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@@ -10,7 +10,8 @@ config_version=4
[application]
config/name="Interactive Cubes"
config/name="Multitouch Cubes Demo "
config/description="Demo of multitouch input and different gestures using the touch API. This demo is meant to be used with a touch-enabled device such as a phone or tablet."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
@@ -18,6 +19,10 @@ config/icon="res://icon.png"
singletons=[ ]
[input_devices]
pointing/emulate_touch_from_mouse=true
[rendering]
quality/driver/driver_name="GLES2"

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14
mobile/sensors/README.md Normal file
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@@ -0,0 +1,14 @@
# Mobile Sensors Demo
A demo showing the use of various sensors: an accelerometer, a gyroscope, and a magnetometer.
These sensors are typically found on mobile devices, so don't expect this to work on a desktop.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/143
## Screenshots
![Screenshot](screenshots/sensors.png)

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@@ -10,12 +10,13 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Accelerometer, Magnetometer and Gyro Demo"
config/name="Mobile Sensors Demo"
config/description="A demo showing the use of various sensors: an accelerometer, a gyroscope, and a magnetometer.
These sensors are typically found on mobile devices, so don't expect this to work on a desktop."
run/main_scene="res://main.tscn"
config/icon="res://icon.png"

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@@ -11,6 +11,9 @@ config_version=4
[application]
config/name="Android in-app purchases with C#"
config/description="This demo shows how to make in-app payments in Android in C#.
Note: Running the demo requires exporting and uploading the game to Google Play."
run/main_scene="res://main.tscn"
config/icon="res://icon.png"

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@@ -22,6 +22,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
![Screenshot](screenshots/dodge.png)
## Copying
`art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest

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@@ -13,4 +13,4 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
## Screenshots
![Screenshot](../../2d/pong/screenshots/pong.png)
![Screenshot](screenshots/pong_multiplayer.png)

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@@ -48,6 +48,7 @@ move_up={
[rendering]
quality/driver/driver_name="GLES2"
quality/2d/use_pixel_snap=true
2d/snapping/use_gpu_pixel_snap=true
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/2d/use_pixel_snap=true

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@@ -25,4 +25,4 @@ they emit signals and modify the ball.
## Screenshots
![Screenshot](../../2d/pong/screenshots/pong.png)
![Screenshot](screenshots/pong.png)

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@@ -0,0 +1,9 @@
# WebRTC Minimal
This is a minimal sample of using WebRTC connections to connect two peers to each other.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/536

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@@ -11,6 +11,7 @@ config_version=4
[application]
config/name="WebRTC Minimal Connection"
config/description="This is a minimal sample of using WebRTC connections to connect two peers to each other."
run/main_scene="res://main.tscn"
[autoload]

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@@ -10,6 +10,10 @@ This demo is devided in 4 parts:
**NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run from desktop.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/537
## Protocol
@@ -34,3 +38,7 @@ Messages with payload (used to transfer WebRTC parameters) are:
- `C: <ID>`, used to send a candidate.
When sending the parameter, a client will set `<ID>` as the destination peer, the server will replace it with the id of the sending peer, and rely it to the proper destination.
## Screenshots
![Screenshot](screenshots/screenshot.png)

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# WebSocket Chat
This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/538
## Screenshots
![Screenshot](screenshots/screenshot.png)

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@@ -11,6 +11,7 @@ config_version=4
[application]
config/name="WebSocket Chat Demo"
config/description="This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it."
run/main_scene="res://combo/combo.tscn"
config/icon="res://icon.png"

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@@ -0,0 +1,9 @@
# WebSocket Minimal
This is a minimal sample of connecting two peers to each other using websockets.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/539

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@@ -11,6 +11,7 @@ config_version=4
[application]
config/name="WebSocket Minimal Demo"
config/description="This is a minimal sample of connecting two peers to each other using websockets."
run/main_scene="res://Main.tscn"
[rendering]

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@@ -0,0 +1,13 @@
# WebSocket Multiplayer
This is a sample showing how the use WebSockets along with the Multiplayer API in Godot.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/540
## Screenshots
![Screenshot](screenshots/screenshot.png)

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@@ -11,6 +11,7 @@ config_version=4
[application]
config/name="WebSocket Multiplayer Demo"
config/description="This is a sample showing how the use WebSockets along with the Multiplayer API in Godot."
run/main_scene="res://scene/main.tscn"
config/icon="res://icon.png"

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@@ -2,6 +2,8 @@
This contains multiple plugin demos, all placed in a project for convenience.
Due to bug 36713 you need to open the project to import the assets once, then close, then open.
Please see the documentation for editor plugins:
https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html
@@ -38,3 +40,15 @@ If you make a zip that contains the folder, Godot will recognize
it as a plugin and will allow you to install it.
This can be done via the terminal: `zip -r custom_node.zip custom_node/*`
## Screenshots
![Heart Plugin](screenshots/heart_plugin.png)
![Main Screen Plugin](screenshots/main_screen_plugin.png)
![Material Import Plugin](screenshots/material_import_plugin.png)
![Material Creator Plugin 1](screenshots/material_creator_plugin_1.png)
![Material Creator Plugin 2](screenshots/material_creator_plugin_2.png)

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@@ -11,7 +11,15 @@ config_version=4
[application]
config/name="Plugin Demos"
config/description="This contains multiple plugin demos, all placed in a project for convenience."
config/description="This contains multiple plugin demos, all placed in a project for convenience.
Due to bug 36713 you need to open the project to import the assets once, then close, then open.
This project contains 4 plugins:
* The custom node plugin shows how to create a custom node type using `add_custom_type`.
* The material import plugin shows how to make a plugin handle importing a custom file type (mtxt).
* The material creator plugin shows how to add a custom dock with some simple functionality.
* The main screen plugin is a minimal example of how to create a plugin with a main screen."
run/main_scene="res://test_scene.tscn"
config/icon="res://icon.png"

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@@ -17,3 +17,6 @@ material/0 = null
[node name="HandledByMainScreen" type="Node" parent="."]
script = ExtResource( 1 )
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, -0.75, 0.433013, 0, 0, 0 )

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@@ -23,4 +23,4 @@ they emit signals and modify the ball.
## Screenshots
![Screenshot](../../2d/pong/screenshots/pong.png)
![Screenshot](screenshots/pong.png)

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@@ -65,7 +65,8 @@ right_move_up={
[rendering]
quality/driver/driver_name="GLES2"
quality/2d/use_pixel_snap=true
2d/snapping/use_gpu_pixel_snap=true
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/2d/use_pixel_snap=true
viewport/default_clear_color=Color( 0, 0, 0, 1 )

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