godotons
godot-tactical-rpg
godotons | godot-tactical-rpg | |
---|---|---|
1 | 3 | |
12 | 501 | |
- | - | |
7.3 | 3.2 | |
4 months ago | 3 months ago | |
GDScript | GDScript | |
MIT License | MIT License |
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.
godotons
-
Pure GDScript Addon Manager
We have been working on a pure GDScript addon for Godot to enable management of assets not in the asset library. Lots of assets have compatibility branches for 4.x or update far more frequently than the asset library. We got tired of managing these by hand, so we wrote Godotons to do the lifting for us. While it is currently in active development and may present some quirks and bugs, our small indie studio is already using it on our WIP title to manage our addons (including Godotons itself) We are very open to feature requests, bug reports, and general community engagement. I hope to see you in our github issues! https://github.com/Ducking-Games/godotons
godot-tactical-rpg
- Struggling a bit with my 3D Tactics RPG Idea in Godot 4...
-
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
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
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?
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders
godot-vrm - Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library.
Godot-4.0-Nav-Tests - Godot 4.0 SC2 Style Unit Controls in 3D
goduz - A GDScript library for building user interfaces with Godot Engine 4
3d-train-fps - Godot v4 train game
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
Godot4-3D-inventory-and-interaction-system - A template project for Godot 4 that comes with a number of built in controllers / Systems for creating 3D games
GodotShaderCollection - A collection of 3D Shaders for Godot 4
opensuspect - Start-from-zero refactoring of the OpenSuspect game
tiny_crate - Godot 3.5.2 / Crate Chucking Puzzle Platformer Game