SaaSHub helps you find the best software and product alternatives Learn more →
Godot-tactical-rpg Alternatives
Similar projects and alternatives to godot-tactical-rpg
-
godot-vrm
Importer/Exporter for VRM avatars and MToon shader. Available for Godot 4.1+ and 3.2+ in the Asset Library.
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
-
pandora
Godot 4 addon for RPG data management such items, inventories, spells, mobs, quests and NPCs. (by bitbrain)
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
-
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
godot-tactical-rpg reviews and mentions
- 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.
-
A note from our sponsor - SaaSHub
www.saashub.com | 26 Apr 2024
Stats
ramaureirac/godot-tactical-rpg is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of godot-tactical-rpg is GDScript.
Popular Comparisons
- godot-tactical-rpg VS godot-vrm
- godot-tactical-rpg VS Godot-4.0-Nav-Tests
- godot-tactical-rpg VS goduz
- godot-tactical-rpg VS 3d-train-fps
- godot-tactical-rpg VS breakable
- godot-tactical-rpg VS pandora
- godot-tactical-rpg VS godot-port
- godot-tactical-rpg VS Godot4-3D-inventory-and-interaction-system
- godot-tactical-rpg VS GodotShaderCollection
- godot-tactical-rpg VS opensuspect
Sponsored