Godot-4.0-Nav-Tests
godot-tactical-rpg
Godot-4.0-Nav-Tests | godot-tactical-rpg | |
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1 | 3 | |
6 | 500 | |
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0.0 | 3.2 | |
almost 2 years ago | 3 months ago | |
GDScript | GDScript | |
GNU General Public License v3.0 only | MIT License |
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Godot-4.0-Nav-Tests
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More Progress on 3D Navigation in Godot 4.0
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
- 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.
What are some alternatives?
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