toziuha-night-oota VS godot-tactical-rpg

Compare toziuha-night-oota vs godot-tactical-rpg and see what are their differences.

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toziuha-night-oota godot-tactical-rpg
10 3
116 501
- -
0.0 3.2
about 1 year 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.

toziuha-night-oota

Posts with mentions or reviews of toziuha-night-oota. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-03-22.

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 toziuha-night-oota and godot-tactical-rpg you can also consider the following projects:

tilemap-level-editor - A simple tilemap level editor with export capability. Made for the Godot game engine.

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

Teamshootout - The official source code for my upcoming game team shootout! feel free to add commits to fix the bugs or add stuff to the game have fun! FYI The game is not in a full stable release yet

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

PathsOfJjaro - Paths of Jjaro is a 3D game based on Bungie's Marathon, made by the community for the community. Open sourced.

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

hovertank-22 - The game of mobile armored combat

3d-train-fps - Godot v4 train game

dsvrandom - Randomizer for DS Castlevania games

breakable - A breakout-like game made with Godot Engine

godot-platformer-2d - 2d Metroidvania-inspired game for the 2019 GDquest Godot Kickstarter course project.

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