godot-click-through-transparent-window VS godot-tactical-rpg

Compare godot-click-through-transparent-window vs godot-tactical-rpg and see what are their differences.

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godot-click-through-transparent-window godot-tactical-rpg
1 3
24 500
- -
2.3 3.2
about 1 year 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.
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godot-click-through-transparent-window

Posts with mentions or reviews of godot-click-through-transparent-window. We have used some of these posts to build our list of alternatives and similar projects.

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-click-through-transparent-window and godot-tactical-rpg you can also consider the following projects:

godot-click-through-transparent-window - A demo project for the Godot Engine that features a transparent window with click-through capability. [Moved to: https://github.com/atadenizoktay/godot-click-through-transparent-window]

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

GodotTouchInputManager - Asset that improves touch input support (includes new gestures) in the Godot game engine. It also translates mouse input to touch input.

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

bottled-up-tilemap - The most advanced tilemap plugin for Godot. Features include everything you can think of and everything from every other plugins.

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

beehave - 🐝 behavior tree AI for Godot Engine

3d-train-fps - Godot v4 train game

godot-video-rendering-demo - Demo project for high-quality offline video rendering with Godot

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