Include the TAS tools assisted to Godot Engine

Greetings Godot community.

I want to express an idea. I’ve been on the TASvideos community forums, and a long time ago I mentioned that environments like Unity could naturally include TAS tools in that engine, but they didn’t listen to me.

Perhaps there is some hope that Godot, being more open source and a more open and cooperative community (non-profit) might consider this idea. Include the TAS tool assisted within the godot engine. I believe it’s important to know that this tool allows for frame-by-frame button presses to execute perfect plays.

I propose the idea; if anyone knows how to handle this, and know if it’s possible or not.

I’m not sure I understand. It’s already possible to handle inputs every frame and write your game in a way that makes “frame-by-frame button presses” possible.

If you meant that you’d like to integrate a speedrun tool inside the engine, then I would be heavily against that. Those tools are for speedrunners, not for game developers.

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Oh, I forgot to mention that I’m new to Godot, I haven’t explored it much, but it seems similar to Unity. I’m also not sure if it already includes TAS tool or something similar (if so, could you explain it to me?).

To explain it better. Yes, the idea is to do speedrunning, to include that every game made in Godot can do that because it would have it built-in. Although, as I said, I don’t know if it would be possible, because I think it requires techically synchronization or something like that.

It’s just an idea, certainly not something natural to video games, I don’t even like the obsession with perfect timestamps, but they expand the possibility of playing them perfectly.

Now, if it’s not possible or not practical, I completely understand.

As I said, it’s already possible to do frame perfect input handling in Godot, it’s up to the developers if they want to do input handling in their game that way or not. But forcing developers to do it no matter what would be a really bad idea.

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So Godot doesn’t include it naturally. It’s curious, because I don’t mention anything about forcing the developer.

It seems you don’t like TAS tools at all, and I understand that feeling.

If the developers have to implement something like that so the game itself can do that, then, Godot doesn’t have the tools to implement it naturally.

It’s a shame.

I’ve never once mentioned I’m against these tools, but you don’t seem to understand how a game engine works.

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I don’t know what TAS Tools are. I’m probably not the only one. I gather from context they are related to speed running? It would be helpful if you linked to them if you want to have a serious discussion about this. Don’t make us do research on what you’re talking about to engage in a discussion.

Secondly, the place to post this idea if you actually want it considered for addition to the engine is here: GitHub - godotengine/godot-proposals: Godot Improvement Proposals (GIPs) · GitHub

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Godot has a “Movie Mode” which runs the project at a stable framerate, you can write your program to use this movie mode and produce certain InputEvents. This is fairly close to TAS tools, but it is strange and the best use case I could think of is automated testing, which isn’t very popular in games development for a number of reasons, and of course making films or scenes in Godot.

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