Make attacks faster than some games load! The Castagne Editor is easy to use when starting out, and unlocks incredible speed once you learn it!
Why limit yourself? Castagne’s flexibility allows you to use it for many action genres! Fighter, Platformer, Beat-them-Up? Go ahead! Want to add a dash of fighting to your TRPG? Use Castagne as a module!
Don’t just make a prototype, make a full game! Castagne has Rollback compatibility at a core level, and support for many game modes and quality of life features!
Castagne is Free and Open Source Software (MPL 2.0 Licence), meaning you will never get locked out. Your game will be your own and in your complete control.
Castagne isn’t a regular game engine: it’s a specialization of any engine. Written in Rust, it’s easy to hook it to general purpose engines like Godot and use the best tool for the job!
Castagne welcomes all. Precision design allows ways to edit code graphically, while still saving it in text for VCS. In a team? Easily define interfaces for your designers to adjust attacks. Experts and beginners alike are delighted.
Castagne’s design allows maximum flexibility within some key, tasteful constraints that allow performance and great tools. Make combo unit tests, analyze your data, and make the best game you can.
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Hey! Panthavma here, I'm Castagne's author! The Godot 3 version was a long prototype, and I'm finally making the complete vision of Castagne! I want to make something that is still useful in 10 years, and all those previous tests help do that. That's not to say the Godot 3 version is lacking: commercial games have already been released in it, you can try it out!
The Rust version of the engine is still a work in progress, which I'll release in beta when I'm proud of it and I'm confident it can handle current projects. You can follow development here or on any of my channels. Stay tuned!
Follow castagne's development!
Youtube - Mailing List - Forum - Discord - Twitter - Bluesky
2D Fighter / Airdasher
Website - Steam - Bluesky - Twitter - Forum
Complex machines fighting at high speed! Tame each mech’s unique weapons using simple inputs and become an ace pilot!
2D Tag Fighter
Magic and technology intertwine in dynamic teamfights! Level up and call upon your allies to decide the fate of the Ashen Island!
2.5D Tag Fighter / Airdasher
A fast-paced tag fighter with only one attack button! A Fabled curse has swept the world… ordinary teens have begun transforming into characters from their favorite classic stories. Put together explosive team combos at Parable Academy for Fabled Youths!
Platform Fighter
A fast-paced, free-flowing platform fighter with a Shibuya Punk and Y2K aesthetic!
Yo! Another update to a structure you know (and love?): BattleInitData, which as the name implies, holds the data needed to initialize a Castagne fight! Most probably didn’t use it much, but it’s been a cornerstone internally.
There is not much to talk about to be quite honest with you, as the ideas work the exact same, the interface is just better. It used to be an unwieldy JSON dictionary with a weirdo format, now it’s a properly reified object with a functional interface. Here’s an example where I create two players and their character, both have a 100 meter but the second one only has 1 HP.
// Assume we got config, player_1_scripts, and player_2_scripts properly handled before
let mut bid = BattleInitData::new(config);
let character_1 = bid.player().entity(player_1_scripts);
let mut character_2 = bid.player().entity(player_2_scripts);
character_2.entity_override("HP", MemoryEntry::Int(1));
bid.entity_override("Meter", MemoryEntry::Int(100));
As you’ve seen, it is simpler to build, and the previously available functions are there. Overrides allow you to change a variable from the character at creation, and you can set them up to be inherited. As such, the Meter override here was set at the root, so it applied to all entities defined in this BID, while the HP one was only done to a single entity. You can override global, player, and entity variables, as well as create entities with no player parent.
This is still a work in progress, as I’m focusing first on key functionality there. The new idea is that known data can be set more easily in general when the engine knows about it, with simple functions. Here’s an example of a new functionality: instancing subentities directly:
bid.player().entity(scripts).subscript(fireball_subscript_id)
This is honestly fairly low priority compared to other tasks once that the basic functionality is there (some overrides don’t currently work because there’s no player memory yet for instance). It’s needed to set up fights in the editor and game, but at the moment only the first is needed to get started with the engine (as you remember with my priority list). Still, are some planned / potential functionalities:
Next up is multiple file loading for CASP files, as well as Editor control there. It’s time for the Base CASP to get a tune up, and that would already cover most of the prerequisites for the engine!
Big milestone! I’ve advanced the whole engine flow enough so that we now have both physics and attacks working! They kind of go together.
First off: Physics. The new engine is more advanced than the previous one, as it’s made to handle more colliders and both 2D and 3D at the same time. 2D colliders are compatible with 3D and vice-versa, although it’s not what I would recommend to use lmao
At the current moment, it’s at mostly parity with the previous engine. While I could finish it right this week, I know people will want to use the new Castagne for the upcoming Indie FG jam this april, so I’ll be postponning it for a bit to focus on the editor.
Something that is of note here is the interface: the collider functions have changed. While I know this adds additional work for the porting of projects, after tests I’ve seen that this way is a bit better.
Colbox(0,100,0,500) (equivalent to Colbox(100, 500)) will produce a box going from -100 to 100 horizontally, and 0 to 500 vertically, so it’s a simple way to add one to characters.Hitbox(0, 100, 0, 500) (equivalent to Hitbox(100, 500)) will produce a box going from 0 to 100 horizontally, and 0 to 500 vertically. It reflects the more forward-facing nature of hitboxes, and thus allow faster set up.I’ve set it up this way because it also becomes easier to move colliders around from code, as instead of being coordinates it’s now origin and dimension. This makes operations easier, except shrinking a collider forward which is the same difficulty as before. Do note that the order of parameters stays coherent: it’s dimension by dimension, and the shortcuts are (width, height) and (width, base, height) for each function, covering most cases.
This is not fixed in stone yet, so you can discuss it on the forum. Something to note is that I’m planning on adding drag-and-drop in the editor for these, so it should be easier to set up once the editor is more featured.
Some changes on the Attack module front too, although this one is quite tamer. It’s just a slight rework of the attack events, which work as such:
OnAttacked is called on the defender. This is the first event, where most attack overrides will happen. This is before the blocking computation, so you can potentially decide to get hit or not, which is a new ability.OnAttackHit or OnAttackBlocked is called on the attacker depending on the result. The rest of the overrides happen here, and that’s where the attacker gets his meter and whatnot.OnGetHit or OnBlocking is called on the defender. This is where you apply the changes to HP and the like.OnAttackClashed is called on both clashers.All attack events share two properties: the target is the opponent for the attack, and Attack. allows you access to the current attack instead of preparation. This is intended to allow more flexibility in case of multiattacks and to enable more behaviors. Do note however, that the engine doesn’t store recieved/inflicted attacks anymore so you can’t refer to them outside of these events.
There’s more upcoming changes, although this post is long enough and I’m deciding on the details. Something to note, in this whole rework, is that the engine now makes more assumptions about your game, one of the key ones being the ground. The previous Castagne didn’t really care, but this one assumes that being grounded or airborne is a fundamental caracteristic of the game. I like that because you can ignore it if you don’t care, but it allows better integration, which really helps many cases. This is a throughline of the updates.
My next step is to advance the flow module, and to advance the editor workflow. I want the engine to be ready for the jam, although if you want to use it you’ll need strong basics with the previous one. Please get in touch, as this will probably be a closed beta, as it has enough caveats that I don’t want it available without supervision, and instead focus on a polished release. See you next update!
Hey hey! So up until now, the Castagne community was a bit spread around, but especially on Discord. This isn’t always the best for storing information long-term and having transparent discussion, but it was good enough for a while. However, now that Castagne has grown, it’s time to migrate to a proper forum!
You can find a couple things on the forum already:
The Discord will still exist, but I’m going to focus more and more on the forum as time goes on. The forum is going to be the one pushed forward on the website from now on, and there are integrations from the forum to discord.
Little extra info: at the moment the forum is using DiscourseID, since my mail is blocked by gmail (probably previous owner of the IP doing weirdo stuff with it), but I’m hosting it on my own server. When I have the time to properly investigate and fix this, I’ll add the option for local accounts.
All Progress Updates - RSS Feed
This list is not exhaustive, and can change often. It represents my global progress with this version, which will release in beta when it’s more complete.
Castagne Virtual Machine
Entity Lifecycle
Subentities
Inter-Entity Communication
Module Interface
Castagne Config
Profiling Framework
Memory Stack Rollback
Instanced Data
Castagne Compiler
Semantic Representation
Robust Compilation
Host-Engine Functions
Phases and Events
Basic Branches
State Calls
State Calls with Params
Advanced Branches
Structured Variables
Varspec / Gizmo System
Skeleton and MechMod
Basic Structure
Game Streaming
Code Editor
Blocks Editor
Varspec / Gizmo Display
Castagne Config
Tools Framework
Tutorial System
Docs System
Basic Math
Vector Math
Trigonometry
Randomness
State Transitions
Flags
Log / Error
Freeze / Halt Phases
Targetting Functions
Input Layout System
Combination Inputs
State-Derived Inputs
Input Events and Buffer
Motion Inputs
Input Transition / Flag
Fake Press
Input from Config
Replay
Environement Collisions
Expanded Env. Colliders
Colbox Collision
Attack Collision
Expanded Attack Colliders
3D Physics
Battle Init Data Interface
Simple Fighter BID Interface
Simple Level BID Interface
Simple World BID Interface
Rounds and Reset
Custom Exit
Training Mode (basic)
Menus Specification
Host Engine Integration
Options Menu
Input Rebinding
Attack Data Storage
Attack Param Base
Attack Data Optimization
Attack Overrides
Attack Events
Blocking System
CASP Hitstun Management
Basic Attack MechMods
Combo-Awareness MechMods
Attack Cancel Rules
Fighter Flow MechMods
Attack Mechanics MechMods
Movement MechMods
Combo MechMods
Godot Integration
Sprite Sytem & Integration
Shader Modifications
Model Management
VFX System
Godot Integration
Audio Parameters
SFX Definition
SFX Parameters
Background Music Support
Dynamic Audio Support