Castagne Engine

The Open Source Fighting Game Framework

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Hey! I’ve been restarting work on the editor, and the first job is just a straight quality of life update:

Screenshot

As you can see, there’s now syntax highlighting for Castagne Script itself! The previous one was just coasting off its similarity to GDScript, but this one actually uses the Castagne Script syntax. I didn’t do much, that’s thanks to the Godot team’s efforts mostly, I just told it a couple symbols. Still, that’s a great improvement.

The second one you can see is that the Documentation panel looks a bit different. While that is still a WIP, this one actually adapts to the type of line you’ve selected, with the interface being able to change in the future. Since it doesn’t just read functions anymore, it will be very helpful for beginners as it can remind you what basic elements do, and in general its ability to display more info will be helpful.

Stealth addition that will pay dividends, but the docs here isn’t isolated: there is now a proper Documentation system in the editor, and the panel reflects its contents. This means there is now a centralized location for the docs in-engine, which can be exported on the website. It works off with internal paths, so you can refer to a concept immediately, such as language/branch/input will give you all the detail you need on input branches. This ensures the static part of the documentation is referred properly, and will allow an up-to-date version on the website.

My next editor step is the navigation panel, although the VarSpec system is another key implementation I’ll need to do sooner than later. The roadmap here is a bit less defined, as the editor is still in flux and there are a LOT of systems to make work together.

Try the Godot 3 Version now!