Godot-4.0-Nav-Tests VS godot-tactical-rpg

Compare Godot-4.0-Nav-Tests vs godot-tactical-rpg and see what are their differences.

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Godot-4.0-Nav-Tests godot-tactical-rpg
1 3
6 500
- -
0.0 3.2
almost 2 years ago 3 months ago
GDScript GDScript
GNU General Public License v3.0 only 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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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.

Godot-4.0-Nav-Tests

Posts with mentions or reviews of Godot-4.0-Nav-Tests. We have used some of these posts to build our list of alternatives and similar projects.
  • More Progress on 3D Navigation in Godot 4.0
    1 project | /r/godot | 18 Jul 2022
    I'm looking for some feedback on how I'm structuring the project before I start adding too many actual gameplay elements. I've uploaded the project to GitHub and if anyone wants to critique how bad things are organized or how something wont scale well, I'm all ears. I'm doing this project more to learn good practices than anything else. Or feel free to play around with it!

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...
    2 projects | /r/godot | 21 May 2023
  • 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
    1 project | /r/godot | 6 Apr 2023
    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.
  • Connected functions not running
    1 project | /r/godot | 10 Jul 2022
    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.

What are some alternatives?

When comparing Godot-4.0-Nav-Tests and godot-tactical-rpg you can also consider the following projects:

tilemap-level-editor - A simple tilemap level editor with export capability. Made for the Godot game engine.

godot-vrm - Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library.

oh-my-git - An interactive Git learning game!

goduz - A GDScript library for building user interfaces with Godot Engine 4

godot_open_star_fighter - A simple star fighter pilot game intended to be a starting point for the creation of other games.

3d-train-fps - Godot v4 train game

raptor-run - The code behind Quiver's first tutorial for Godot 4

breakable - A breakout-like game made with Godot Engine

godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders

pandora - Godot 4 addon for RPG data management such items, inventories, spells, mobs, quests and NPCs.

Godot4-3D-inventory-and-interaction-system - A template project for Godot 4 that comes with a number of built in controllers / Systems for creating 3D games

godot-port - Unknown Horizons Godot Engine Port