Godot-Project-Planner-Exporter VS godot-tactical-rpg

Compare Godot-Project-Planner-Exporter vs godot-tactical-rpg and see what are their differences.

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Godot-Project-Planner-Exporter godot-tactical-rpg
2 3
8 500
- -
3.8 3.2
almost 2 years ago 3 months ago
GDScript GDScript
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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-Project-Planner-Exporter

Posts with mentions or reviews of Godot-Project-Planner-Exporter. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-07.

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-Project-Planner-Exporter and godot-tactical-rpg you can also consider the following projects:

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

Godot-4.0-Nav-Tests - Godot 4.0 SC2 Style Unit Controls in 3D

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

3d-train-fps - Godot v4 train game

breakable - A breakout-like game made with Godot Engine

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

godot-port - Unknown Horizons Godot Engine Port

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

GodotShaderCollection - A collection of 3D Shaders for Godot 4

opensuspect - Start-from-zero refactoring of the OpenSuspect game

tiny_crate - Godot 3.5.2 / Crate Chucking Puzzle Platformer Game

godot-sponza - Sponza demo for Godot 3.x (`master` branch) and 4 (`4.0-dev` branch)