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Merge pull request #449 from aaronfranke/description
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Add descriptions to all projects with README files
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aaronfranke authored Mar 17, 2020
2 parents 93b1f68 + f9e7456 commit ec28f44
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Showing 78 changed files with 202 additions and 21 deletions.
6 changes: 6 additions & 0 deletions 2d/dodge_the_creeps/project.godot
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Expand Up @@ -16,6 +16,12 @@ _global_script_class_icons={
[application]

config/name="Dodge the Creeps"
config/description="This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the 'Your first game'
tutorial in the documentation, but ported to C#. For more details,
consider following the tutorial in the documentation."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions 2d/finite_state_machine/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="Hierarchical Finite State Machine"
config/description="This example shows how to apply the State machine programming
pattern in GDscript, including Hierarchical States, and a
pushdown automaton."
run/main_scene="res://Demo.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions 2d/gd_paint/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="GD Paint"
config/description="GD Paint is a simple image editor made using Godot and GDScript.
It supports different types of 'brushes': a basic pen/pencil
and eraser, as well as a rectangle and a circle brush."
run/main_scene="res://Paint_root.tscn"
config/icon="res://icon.png"

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4 changes: 4 additions & 0 deletions 2d/hdr/project.godot
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Expand Up @@ -16,6 +16,10 @@ _global_script_class_icons={
[application]

config/name="HDR for 2D"
config/description="Simple demo how to use High Dynamic Range (HDR) in a 2D game,
via the WorldEnvironment node.
Just slide the cave image left and right to observe the HDR effect at work."
run/main_scene="res://beach_cave.tscn"
config/icon="res://icon.png"
run/name=""
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2 changes: 1 addition & 1 deletion 2d/hexagonal_map/project.godot
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Expand Up @@ -16,9 +16,9 @@ _global_script_class_icons={
[application]

config/name="Hexagonal Game"
config/description="Very simple demo showing a hexagonal TileMap and TileSet."
run/main_scene="res://map.tscn"
config/icon="res://icon.png"
run/name=""

[display]

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4 changes: 4 additions & 0 deletions 2d/isometric/project.godot
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Expand Up @@ -16,6 +16,10 @@ _global_script_class_icons={
[application]

config/name="Isometric Game"
config/description="This demo shows a traditional isometric view with depth sorting.
A character can move around the level and will also slide around objects,
as well as be occluded when standing in front or behind them."
run/main_scene="res://dungeon.tscn"
config/icon="res://icon.png"

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2 changes: 1 addition & 1 deletion 2d/kinematic_character/README.md
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Expand Up @@ -3,7 +3,7 @@
Example of how to make a kinematic character controller in 2D using
[`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html).
The character moves around, is affected by moving platforms,
can jump through one-way collision platforms, etc.
can jump through one-way collision platforms, etc.

Language: GDScript

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3 changes: 3 additions & 0 deletions 2d/kinematic_character/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="Kinematic Character 2D"
config/description="Example of how to make a kinematic character controller in 2D using
KinematicBody2D. The character moves around, is affected by moving
platforms, can jump through one-way collision platforms, etc."
run/main_scene="res://world.tscn"
config/icon="res://icon.png"

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1 change: 1 addition & 0 deletions 2d/light2d_as_mask/project.godot
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Expand Up @@ -16,6 +16,7 @@ _global_script_class_icons={
[application]

config/name="2D Lights as Mask"
config/description="Example of how to use 2D lights to mask objects on screen."
run/main_scene="res://lightmask.tscn"
config/icon="res://icon.png"

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2 changes: 2 additions & 0 deletions 2d/lights_and_shadows/project.godot
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Expand Up @@ -16,6 +16,8 @@ _global_script_class_icons={
[application]

config/name="2D Lights and Shadows"
config/description="Simple demo of 2D lights and shadows,
using Light2D and LightOccluder2D."
run/main_scene="res://light_shadows.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions 2d/navigation/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="Navigation Polygon 2D"
config/description="Example of using 2D navigation using a NavigationPolygon in a
NavigationPolygonInstance node. It uses the 2D navigation API to request
a path between two points, and then traverses the resulting path."
run/main_scene="res://level.tscn"
config/icon="res://icon.png"

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2 changes: 2 additions & 0 deletions 2d/navigation_astar/project.godot
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Expand Up @@ -16,6 +16,8 @@ _global_script_class_icons={
[application]

config/name="Grid-based Pathfinding with Astar"
config/description="This is an example of using AStar for navigation in 2D,
complete with Steering Behaviors in order to smooth the movement out."
run/main_scene="res://Game.tscn"
config/icon="res://icon.png"

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1 change: 1 addition & 0 deletions 2d/particles/project.godot
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Expand Up @@ -16,6 +16,7 @@ _global_script_class_icons={
[application]

config/name="2D Particles"
config/description="This demo showcases how 2D particle systems work in Godot."
run/main_scene="res://particles.tscn"
config/icon="res://icon.png"

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2 changes: 1 addition & 1 deletion 2d/physics_platformer/README.md
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Expand Up @@ -5,7 +5,7 @@ for the player and enemies.
These character controllers are more powerful than
[`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
but can be more difficult to handle, as they require
manual modification of the RigidBody velocity.
manual modification of the RigidBody velocity.

Language: GDScript

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4 changes: 4 additions & 0 deletions 2d/physics_platformer/project.godot
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Expand Up @@ -45,6 +45,10 @@ _global_script_class_icons={
[application]

config/name="Physics-Based Platformer 2D"
config/description="This demo uses RigidBody2D for the player and enemies. These
character controllers are more powerful than KinematicBody2D,
but can be more difficult to handle, as they require
manual modification of the RigidBody velocity."
run/main_scene="res://Stage.tscn"
config/icon="res://icon.png"

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17 changes: 12 additions & 5 deletions 2d/platformer/README.md
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Expand Up @@ -2,11 +2,18 @@

This demo is a pixel art 2D platformer with graphics and sound.

It shows you how to code characters and physics-based objects in a real game context. This is a relatively complete demo where the player can jump, walk on slopes, fire bullets, interact with enemies, and more. It contains one closed level, and the player is invincible, unlike the enemies.

You will find most of the demo’s content in the `Level.tscn` scene. You can open it from the default `Game.tscn` scene, or double click on `Level.tscn` in the `src/Level/` directory.

We invite you to open the demo's GDScript files in the editor as they contain a lot of comments that explain how each class works.
It shows you how to code characters and physics-based objects
in a real game context. This is a relatively complete demo
where the player can jump, walk on slopes, fire bullets,
interact with enemies, and more. It contains one closed
level, and the player is invincible, unlike the enemies.

You will find most of the demo’s content in the `Level.tscn` scene.
You can open it from the default `Game.tscn` scene, or double
click on `Level.tscn` in the `src/Level/` directory.

We invite you to open the demo's GDScript files in the editor as
they contain a lot of comments that explain how each class works.

Language: GDScript

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7 changes: 7 additions & 0 deletions 2d/platformer/project.godot
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Expand Up @@ -51,6 +51,13 @@ _global_script_class_icons={
[application]

config/name="Platformer 2D"
config/description="This demo is a pixel art 2D platformer with graphics and sound.
It shows you how to code characters and physics-based objects
in a real game context. This is a relatively complete demo
where the player can jump, walk on slopes, fire bullets,
interact with enemies, and more. It contains one closed
level, and the player is invincible, unlike the enemies."
run/main_scene="res://src/Main/Game.tscn"
config/icon="res://icon.png"
target_fps="60"
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2 changes: 2 additions & 0 deletions 2d/pong/project.godot
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Expand Up @@ -16,6 +16,8 @@ _global_script_class_icons={
[application]

config/name="Pong with GDScript"
config/description="A simple Pong game. This demo shows best practices
for game development in Godot, including signals."
run/main_scene="pong.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions 2d/role_playing_game/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="JRPG Demo"
config/description="This shows a method of creating grid-based movement with Godot
and GDScript. It also includes a simple JRPG-style dialogue and
battle system on top of it."
run/main_scene="res://Game.tscn"
config/icon="res://icon.png"

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2 changes: 2 additions & 0 deletions 2d/screen_space_shaders/project.godot
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Expand Up @@ -16,6 +16,8 @@ _global_script_class_icons={
[application]

config/name="Screen Space Shaders"
config/description="Several examples of full screen 2D shader processing.
Many common full-res effects are implemented here for reference."
run/main_scene="res://screen_shaders.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions 2d/sdf_font/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="Signed Distance Field Font Demo"
config/description="This is a demo of Signed Distance Field fonts in Godot.
The technique used allows the text to remain clear
under arbitrary zooms and rotations."
run/main_scene="res://sdf_font_demo.tscn"
config/icon="res://icon.png"

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2 changes: 2 additions & 0 deletions 2d/sprite_shaders/project.godot
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Expand Up @@ -16,6 +16,8 @@ _global_script_class_icons={
[application]

config/name="2D Shaders for Sprites"
config/description="This is a sample consisting of different shaders applied to some sprites.
Effects include outlines, blurs, distorts, shadows, glows, and more."
run/main_scene="res://sprite_shaders.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions 3d/ik/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="3D Inverse Kinematics"
config/description="This is an example of different Inverse Kinematic algorithms
implemented in Godot. It contains four scenes, showing
different ways they can be used, including via SkeletonIK."
run/main_scene="res://look_at_ik.tscn"
config/icon="res://icon.png"

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4 changes: 2 additions & 2 deletions 3d/kinematic_character/README.md
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@@ -1,7 +1,7 @@
# 3D Kinematic Character
# Kinematic Character 3D

Kinematic character demo for 3D using a cube for the character.
This is similar to the 2D platformer demo.
This is similar to the 3D platformer demo.

Language: GDScript

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2 changes: 1 addition & 1 deletion 3d/kinematic_character/level.tscn
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Expand Up @@ -156,7 +156,7 @@ __meta__ = {
mesh_library = ExtResource( 1 )
cell_octant_size = 4
data = {
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}
__meta__ = {
"_editor_clip_": 0,
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2 changes: 2 additions & 0 deletions 3d/kinematic_character/project.godot
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[application]

config/name="Kinematic Character 3D"
config/description="Kinematic character demo for 3D using a cube for the character.
This is similar to the 3D platformer demo."
run/main_scene="res://level.tscn"
config/icon="res://icon.png"

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4 changes: 4 additions & 0 deletions 3d/material_testers/project.godot
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Expand Up @@ -16,6 +16,10 @@ _global_script_class_icons={
[application]

config/name="Material Testers"
config/description="This demo includes many sphere-like objects with complex materials,
for the purpose of showcasing Godot's rendering capabilities.
This demo was featured at the beginning of the Godot 3.0 trailer."
run/main_scene="res://material_tester.tscn"
config/icon="res://icon.png"

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4 changes: 4 additions & 0 deletions 3d/navmesh/project.godot
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[application]

config/name="3D Navigation Mesh"
config/description="Navigation mesh demo for 3D scenes, with a character
able to pathfind around a complex 3D environment.
The navigation path is drawn using a line.
Code is provided for polyline following in 3D."
run/main_scene="res://navmesh.tscn"
config/icon="res://icon.png"

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2 changes: 1 addition & 1 deletion 3d/platformer/README.md
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@@ -1,4 +1,4 @@
# 3D Platformer
# Platformer 3D

3D Platformer demo using a
[`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html).
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3 changes: 3 additions & 0 deletions 3d/platformer/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="Platformer 3D"
config/description="Platformer 3D demo using a KinematicBody.
It uses similar code to the 2D platformer, but implemented in 3D.
It also features audio reverberation (it sounds echo-y)."
run/main_scene="res://stage/stage.tscn"
config/icon="res://icon.png"

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6 changes: 6 additions & 0 deletions 3d/truck_town/project.godot
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Expand Up @@ -16,6 +16,12 @@ _global_script_class_icons={
[application]

config/name="Truck Town"
config/description="This is a demo implementing different types of trucks of
varying complexity using vehicle physics.
Do not be surprised if everything is bouncy and glitchy,
Godot's physics system is not polished and will likely be
reworked in the future."
run/main_scene="res://car_select.tscn"
config/icon="res://icon.png"

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1 change: 1 addition & 0 deletions audio/bpm_sync/project.godot
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Expand Up @@ -16,6 +16,7 @@ _global_script_class_icons={
[application]

config/name="BPM Sync Demo"
config/description="A demo of how to sync the audio playback with the time for a consistent BPM."
run/main_scene="res://bpm_sync.tscn"
config/icon="res://icon.png"

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1 change: 1 addition & 0 deletions audio/device_changer/project.godot
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Expand Up @@ -16,6 +16,7 @@ _global_script_class_icons={
[application]

config/name="Audio Device Changer Demo"
config/description="This is a demo showing how the audio output device can be changed from Godot."
run/main_scene="res://Changer.tscn"
config/icon="res://icon.png"

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3 changes: 3 additions & 0 deletions audio/generator/project.godot
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Expand Up @@ -16,6 +16,9 @@ _global_script_class_icons={
[application]

config/name="Audio Generator Demo"
config/description="This is a demo showing how one can generate and
play audio samples from GDScript.
It plays a simple 440 Hz sine wave at 22050 Hz."
run/main_scene="res://generator.tscn"

[rendering]
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