top-down-shooter-core
godot-tactical-rpg
top-down-shooter-core | godot-tactical-rpg | |
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3 | 3 | |
11 | 505 | |
- | - | |
1.7 | 3.2 | |
about 1 year ago | 3 months ago | |
GDScript | GDScript | |
MIT License | MIT License |
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top-down-shooter-core
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Ask HN: What are the best Godot 4 production-grade learning resources?
At Quiver, we’re building comprehensive, polished courses for Godot. We aim to take you from the basics to more advanced concepts. Our content isn’t free though, but we’re doing our best to make it worth the cost. You can check it out here: https://quiver.dev. (Disclosure: I’m the founder).
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The winners of Quiver's latest Godot game jam
Check out the two winning entries by Quiver users, FuzzyWuzzy and RubyMidnight. In this game jam, we tasked devs to extend our open source Tiny Wizard template (a room-based shooter). The results were fantastic! We had a blast playing people's submissions. As always, we donated to the Godot project for each submission. If you'd like to participate in the next (unannounced) game jam or would like to check out some of our other content, like free tutorials and assets, head over to https://quiver.dev.
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Should I start with Godot 4.0?
Generic top-down template for Godot 4
godot-tactical-rpg
- Struggling a bit with my 3D Tactics RPG Idea in Godot 4...
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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.
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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?
godot-4.0-tool_button - Ease development with an inspector button that's plumb simple.
godot-vrm - Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library.
godot-FirstPersonStarter - FPS (First Person Shooter) controller template for Godot 4 to give starter content for a new or already existing project!
Godot-4.0-Nav-Tests - Godot 4.0 SC2 Style Unit Controls in 3D
beehave - 🐝 behavior tree AI for Godot Engine
goduz - A GDScript library for building user interfaces with Godot Engine 4
script-panel-plus - Script Panel Plus is a replacement for a built-in Godot's scripting panel. It has more features and is highly customizable.
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