GodotShaderCollection
A collection of 3D Shaders for Godot 4 (by alfredbaudisch)
godot-tactical-rpg
A tactical role-playing game demo for the Godot Engine (by ramaureirac)
GodotShaderCollection | godot-tactical-rpg | |
---|---|---|
1 | 3 | |
44 | 501 | |
- | - | |
10.0 | 3.2 | |
over 1 year ago | 3 months ago | |
GLSL | GDScript | |
- | MIT License |
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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.
GodotShaderCollection
Posts with mentions or reviews of GodotShaderCollection.
We have used some of these posts to build our list of alternatives
and similar projects.
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Help with shaders!
Github for shader - https://github.com/alfredbaudisch/GodotShaderCollection
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.
What are some alternatives?
When comparing GodotShaderCollection and godot-tactical-rpg you can also consider the following projects:
Godot-3D-Stylized-Water - This repository contains my 3D Stylized Water Shader for the Godot Engine. The work its based on is described in the README file
godot-vrm - Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library.