nodot
godot-tactical-rpg
nodot | godot-tactical-rpg | |
---|---|---|
8 | 3 | |
316 | 533 | |
3.8% | - | |
7.3 | 3.2 | |
3 months ago | 4 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.
nodot
-
Anybody still trying to make Godot 4.X bindings?
You probably want a different name, because: https://github.com/nodotproject/nodot
- Nodot v0.2.1 release highlights
- Nodot Node: Fire3D - set your nodes alight!
-
[Hobby/RevShare] New to game development looking for a project
If you're interested in working on the building blocks for games (and also Godot engine), I'm building a node library. https://github.com/NodotProject/nodot
- Nodot v0.2.0 release is up and with a playable (win x64) demo!
-
Godot 3D
Feel free to check out my project: https://github.com/NodotProject/nodot
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?
gdextension-nim - Godot 4.0 GDExtension binding for nim language.
godot-vrm - Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library.
godotnim-samples - Dodge the Creeps and Conways Game of Life in Godot, and Nim!
Godot-4.0-Nav-Tests - Godot 4.0 SC2 Style Unit Controls in 3D
godot-nim - godot 4.x bindings for nim-lang (early stage)
goduz - A GDScript library for building user interfaces with Godot Engine 4
nimrodot - Nim Godot 4.x GDExtension wrapper (Proof of Concept)
3d-train-fps - Godot v4 train game
NimForUE - Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Nim and extending it again in Blueprint if you wish so without restarting the editor. The final aim is to be able to do in Nim what you can do in C++
breakable - A breakout-like game made with Godot Engine
hello-gdextension - Samples and experiments using Godot 4 + GDExtension
pandora - Godot 4 addon for RPG data management such items, inventories, spells, mobs, quests and NPCs.