SpriteMesh
fray
SpriteMesh | fray | |
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3 | 7 | |
131 | 219 | |
- | - | |
5.1 | 9.3 | |
4 months ago | 3 months ago | |
GDScript | GDScript | |
MIT License | MIT License |
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SpriteMesh
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[3D] [Sprite3D] [ Godot 4.0 ] How would I be able to offer a Z-Depth to 2D PixelArt Sprites from a Sprite3D Node?
You would need a tool that can convert sprites to meshes. Here's one for Godot https://github.com/98teg/SpriteMesh
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I want to turn sprites into flat 3d models to cast shadows, lighting and stuff. Is there already a solution for this?
I've totally missed this library cause I searched for this topic about a year ago and now I just checked quickly and didn't see anything new at first glance This is exactly what i needed! https://github.com/98teg/SpriteMesh
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3d - What to use for level geometry / design?
If you don't want to code from scratch, for voxels I'd use https://github.com/98teg/SpriteMesh while for more complex stuff https://github.com/jarneson/godot-ply is great (for 3.x only, 4.x not yet supported). Godot-ply is already very close to e.g. Unity ProBuilder.
fray
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Types of State Machines
Personally, my preference is to use 1 node for processing and then RefCounted types for structuring and traversing states. If you're interested you can view my state machine here. Otherwise, go with your node states, they're very unlikely to ever be a bottleneck.
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how bad would it be really if i just used a bunch of of else statements instead of using state machines for coding a 2d fighting game?
here take this https://github.com/Pyxus/fray
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Recently released Fray! A Godot combat framework that aids in the implementation of action / fighting game combat
Hey! The character in the gif is Ryougi Shiki from the game Melty Blood. She and the UI featured in the gif are just for demonstrative purposes and are not a part of the framework. Though you can view them in the demo project.
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How do i make agnostic combo controls for the brawler?
Never heard that terminology before but I know what you're describing! It's common in many 2d fighters. I'm working on a combat framework right now called Fray (Its still experimental otherwise I'd recommend using it) and my general approach was to create my own input checker that wraps around godot's input checks. One of the custom inputs types I have is a "ConditionalInput" which changes what it checks based on a string condition.
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How do I combine my code-wise State Machine with the State Machine in the AnimationTree?
As for animation canceling... You can change variable values in the AnimationPlayer. I would have a "can_cancel" variable or something like that, set it to false at the start of the animation and set it to true some point in the middle. If the attack button is pressed when "can_cancel" is true then transition into the next attack state. You might also want to run some kind of buffer so that the input can be given a few frames before canceling is possible just to make the controls feel better. It's still in the works but this is the general approach I took in my combat framework if you're interested in trying it.
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Working on a Fray! A Godot combat framework for implementing action / fighting game combat
You can find this example and the addon in Fray's github repo. Let me know what you think! https://github.com/Pyxus/fray https://github.com/Pyxus/fray/blob/main/docs/getting\_started/index.md
What are some alternatives?
godot-ply - Godot plugin for in-editor box modeling
godot_card_engine - A plugin for Godot to create card based games
godot-camera-tween - A extended camera node plugin to do animations between two camera positions with various easing curves.
Voxel-Core - Voxel plugin for the Godot game engine!
GodotUnityAdsInterface - Unity ads plugin for Godot using the new Android export template customization
nativelib - NativeLib is a plugin management system for Godot engine.
godot-tool_button - Easily add buttons to the Godot inspector.
bottled-up-tilemap - The most advanced tilemap plugin for Godot. Features include everything you can think of and everything from every other plugins.
Signum - Signum - Free and open source text editor made with Godot.
GodotRenderDocLauncher - Plugin tool to easily launch RenderDoc from within Godot