godot-vrm VS godot-tactical-rpg

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

godot-vrm

Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library. (by V-Sekai)
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godot-vrm godot-tactical-rpg
3 3
250 495
5.2% -
8.3 3.2
19 days ago 2 months ago
GDScript GDScript
GNU General Public License v3.0 or later 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.
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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.

godot-vrm

Posts with mentions or reviews of godot-vrm. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-06-23.

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-vrm and godot-tactical-rpg you can also consider the following projects:

Godot-Octahedral-Impostors - Octahedral Impostors implementation for Godot Game Engine

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

Fake-Interior-Shader-for-GodotEngine - Interior Mapping shader for the Godot Game Engine 3.x that works with both GLES3 and GLES2.

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

WeightedChoice - Chance Based Random Choice in Godot 4 (Weighted Probability)

3d-train-fps - Godot v4 train game

Godello - Trello inspired kanban board made with the Godot Engine and GDScript, with a real-time collaborative backend (Elixir and Phoenix Channels) and a local backend for offline usage (Godot Custom Resources)

breakable - A breakout-like game made with Godot Engine

godot-sugar - Experimental post-processing toolkit for Godot

pandora - Godot 4 addon for RPG data management such items, inventories, spells, mobs, quests and NPCs.

Pixelorama - Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!

godot-port - Unknown Horizons Godot Engine Port