I'm porting RPG Maker VX Ace to use godot as "runtime". RM has many limitations, I can't export to any OS other than Windows, it uses GDI as graphical API...
I've done a lot of things, most of the core is already running (sprites, bitmaps, audio, tilemap...). Now I'm trying to integrate Godot's features and expose them to be used in rpg maker scripts.
I want to be able to create scenes using godot and use them within the game. The hard part is that I can't directly wire the node's signals to a ruby callback, nor can I use a lambda to handle a signal (it would be much easier that way).
The most important thing is that I will be able to use the godot ui resources from the rpg maker scripts, this is essential. I can manually configure the signals in this case, but this will restrict users and they will not be able to create custom controls with custom signals.
I'm using C# because of the async features and because IronRuby matches the exact version used in the rpg maker (ruby 1.9, yeah...).