Remove Communications Remove Debug Remove Point and Click Remove Scripting
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Building a multiplayer game with Amazon GameSparks and Amazon GameLift

AWS Games

You need a game backend that provides management of player identity and storage of player data, and a way to communicate with the game backend from your game. Click on the blue SampleRealtimeFleet text to inspect the fleet. A new Configuration section will appear; click on Cloud Code beneath that to navigate to the cloud code section.

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GSoC 2019 progress report #1 (part 1)

Mircosoft Game Dev

Improvements to the Visual Scripting System by Swarnim Arun. This integration can further be used to create more in-depth interactions to a VCS like viewing file diffs right in the editor, committing code with a simple click, resetting to a previous state almost instantly without leaving the Godot editor. How does it look like?

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GSoC 2021 - Progress report #1

Mircosoft Game Dev

Here are the 5 projects/students with links to the relevant sections in this post: Implementing a DAP backend for debugging Godot projects by Ricardo Subtil ( Ev1lbl0w ). Implementing a DAP backend for debugging Godot projects. Project: Implementing a DAP backend for debugging Godot projects. Branch: Ev1lbl0w/gsoc21-dap.

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GSoC 2019 progress report #3

Mircosoft Game Dev

We also encouraged them to share words on their personal experience as GSoC students working with the Godot community. Improvements to the Visual Scripting System by Swarnim Arun. Improvements to the Visual Scripting System – Swarnim Arun. Project: Improvements To Visual Scripting System. Visual Script graph unification.

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Generate custom game events from Unreal Engine with the Game Analytics Pipeline

AWS Games

This blog post is a step-by-step tutorial that details how to ingest data from games developed in the Unreal game engine using the AWS C++ SDKs with the one-click deployable Game Analytics Pipeline solution as a first step to setting up your own custom game analytics pipeline. Click the Show Policy document drop down. include. //.INSERT

Engine 52
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GSoC 2020 - Progress report #1

Mircosoft Game Dev

They use a messaging system to communicate between the editor and the running game. You can assign a category to custom monitors and organize them, and you can also read the previous values in the monitor graph by clicking LMB on them (suggested by samdze ). EngineDebugger manages the game side of the custom profiler.

Code 52