Texture-Fonts
Godot Plugin for creating custom Fonts from Textures (by ElectronicBlueberry)
godot_dialogue_manager
A powerful nonlinear dialogue system for Godot (by nathanhoad)
Texture-Fonts | godot_dialogue_manager | |
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3 | 29 | |
65 | 1,743 | |
- | - | |
0.0 | 9.4 | |
over 2 years ago | 3 days 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.
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.
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.
Texture-Fonts
Posts with mentions or reviews of Texture-Fonts.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-30.
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Change letter spacing in a bitmap font
Otherwise it can also be done via code. Have a look at the the Bitmap font class https://docs.godotengine.org/en/stable/classes/class_bitmapfont.html You could extract the chars, and create new chars with an increased advance in a loop. For a usage example, you could try looking at my plugins source code here: https://github.com/ElectronicBlueberry/Texture-Fonts/blob/master/addons/texture_fonts/Classes/TextureFont.gd where I do something similar in the build_font function.
- How to make textured text/font file
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I made a plugin for creating custom Fonts from Images
Heres a link to the repo: https://github.com/ElectronicBlueberry/Texture-Fonts
godot_dialogue_manager
Posts with mentions or reviews of godot_dialogue_manager.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-30.
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I made a quick tutorial for building a reusable menu node with a moving pointer
This is the basis for the menu I use in my own game as well as my Dialogue Manager addon.
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Testing out a refactored dialogue system in Songs of Avenry, as well as some improved graphics
Dialogue backend powered by Dialogue Manager: https://github.com/nathanhoad/godot_dialogue_manager
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Narrative Game Design
If you are using Unreal, I'd go with https://www.unrealengine.com/marketplace/en-US/product/not-yet-dialogue-system it's very powerful yet simple. For Godot, I'd use https://github.com/nathanhoad/godot_dialogue_manager
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Any good options for branching narrative/dialogue in Godot 4?
Nathan Hoad's Dialog Manager is pretty good.
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Saving games with PackedScenes?
https://github.com/nathanhoad/godot_dialogue_manager https://github.com/coppolaemilio/dialogic
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Do you know when you play Undertale and one dialogue have 2 or more options to choose? How do i make that(Godot 3.5)?
Use something like Dialogic or (personal recommendation) Dialog Manager.
- Does Dialogic support godot's built in translation system?
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Have a lot of txt file for my game's dialogue. Is it better to have them compiled in one big txt file or just have dozens of small txt files?
JSON files might not be the best fit for dialogs. Have you considered existing solutions? Godot Dialogue Manager is great and simple to use. You can also check the code to see how it works.
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I made a quick runthrough of how my speech-balloon-style dialogue balloons work
For anyone interested, I'm using myDialogue Manager addon to handle the actual dialogue stuff.
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How to make a basic branching dialogue system?
There are two great dialogue systems available for Godot, Godot Dialogue Manager, which is geared more towards writing things in a script, and Dialogic with a nice user interface, that is more artist-friendly (though direct script editing is also available). It also has more features (at least in the new version, which is currently under development for the upcoming Godot 4 and might not be suitable for production).