CastleClimbersParts
Code for each section of the Castle Climber 2D Platformer series. (by christinec-dev)
godot-tactical-rpg
A tactical role-playing game demo for the Godot Engine (by ramaureirac)
CastleClimbersParts | godot-tactical-rpg | |
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1 | 3 | |
4 | 505 | |
- | - | |
5.2 | 3.2 | |
10 months ago | 3 months ago | |
GDScript | GDScript | |
- | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CastleClimbersParts
Posts with mentions or reviews of CastleClimbersParts.
We have used some of these posts to build our list of alternatives
and similar projects.
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Learn Godot 4 by Making a 2D Platformer — Part 18: Game Over & Death
Your code should look like this.
godot-tactical-rpg
Posts with mentions or reviews of godot-tactical-rpg.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-21.
- Struggling a bit with my 3D Tactics RPG Idea in Godot 4...
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What would be the logic for multiple control schemes when in battle (mouse) vs overworld (WASD) for a top down turn based battle system but with an action overworld
I based the current logic on godot-tactical-rpg and am modifying heartbeast's tutorial on turn managers. From what I understand, act would be taking the argument for delta from something like _fixed_process(delta) or _process(delta), however in my case, I don't see how that would apply considering that battle basically acts as the turn and phase manager, and I'd rather not have _process() inside of battle.gd running when it's the enemy's turn as I don't see why we'd need to check those actions running every frame.
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Connected functions not running
The setup is slightly different. The node the script is attached to is not the parent of ui_control, but a sibling node. I'm building my project with this engine: https://github.com/ramaureirac/godot-tactical-rpg. So the setup for a scene looks like this: https://i.imgur.com/pEl3eBu.png. The script from the OP is attached to the "Player" node, while ui_control refers to the "PlayerController" node. So the path to ui_control is given to "Player" by the "Level" node. This is also why I use the get_combat_act() function to locate the button nodes.