godot-reprojection-demo VS godot-tactical-rpg

Compare godot-reprojection-demo vs godot-tactical-rpg and see what are their differences.

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godot-reprojection-demo godot-tactical-rpg
1 3
14 500
- -
10.0 3.2
over 1 year ago 3 months ago
GDScript GDScript
MIT License MIT License
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godot-reprojection-demo

Posts with mentions or reviews of godot-reprojection-demo. We have used some of these posts to build our list of alternatives and similar projects.
  • Asynchronous Reprojection
    1 project | /r/godot | 2 Dec 2022
    Making a proof of concept similar to that Unity demo is possible, but a proper implementation is very difficult to implement in any game engine.

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.