goduz VS godot-tactical-rpg

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

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goduz godot-tactical-rpg
3 3
126 500
- -
2.9 3.2
4 months 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.
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.

goduz

Posts with mentions or reviews of goduz. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-10-19.

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

Godot-DialogPlugin - 🗨️ A Dialog Node for Godot Engine

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

Fomantic-UI - Fomantic-UI is the official community fork of Semantic-UI

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

Logic-Circuit-Simulator - A free and open-source Logic Circuit Simulator built in Godot Engine.

3d-train-fps - Godot v4 train game

gui_calculator - An extendable calculator in Godot Engine that can be used with mouse or by typing.

breakable - A breakout-like game made with Godot Engine

GodotDynamicInventorySystem - Godot's fully dynamic inventory system, UI with infinite scrolling, item categories, equipment slots, database of items, inspired by Zelda Breath of the Wild

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

discord-ui-godot - Discord App UI clone made using Godot Engine.

godot-port - Unknown Horizons Godot Engine Port