
Script Panel Plus is a replacement for a built-in Godot's scripting panel. It has more features and makes scripting a better experience. *This version is suited only for Godot 4.0 Stable.
Script Panel Plus is a replacement for a built-in Godot's scripting panel. It has more features and makes scripting a better experience. *This version is suited only for Godot 4.0 Stable.
Yandex games SDK non official implementation for godot. I do it for my games, so it's not a complete SDK implementation yet. If you lack of some functions, you can do it your self and contribute or create issue on github. I will be appreciate you. RU Неофициальная реализация Yandex SDK для godot. Делаю для себя и своих игр, по этому тут реализованны не все методы и не всегда до конца (буду потихоньку доделывать). Если не хватает каких либо функций или я что-то криво сделал, можете создать ошибку (может быть я до неё дойду) или исправить и залить github, буду очень признателен. For use install plugin and add "yandex" feature to your export RU Просто установите плагин и добавьте "yandex" к вашему экспорту
If you want more advanced script panel, then 'Script Panel Plus' is for you! It has more features than native script panel. It is highly customizable and robust.
GDrama is a simple framework for writing cutscenes in Godot. It supports a bunch of features that you might expect from any game that includes dialogue, such as choices, dialogue boxes, and character animations! This addon was made to provide a base from which a developer may create their cutscene system considering the particular needs of their game You can try out an online demo of GDrama at https://moraguma.itch.io/gdrama
This plugin lets you globalize other plugins. Globalized plugins get copied into the current project when loaded, keeping them up to date and adding any new plugins you've globalized since. Go to Editor > EditorSettings > Global Plugins > Paths, and add the plugin.cfg of a plugin on your PC or Go to the AssetLib tab, click Globalize, and globalize an asset library plugin To enable global plugins in a project, just download and enable this plugin, and all your globalized plugins will be added automatically (You only have to do this once per project).
This addon makes HTTP requests much more convenient to use by introducing the await-syntax and removing the need for signals. See the image and examples.tscn for usage.
A finite state machine implemented purely in code (GDScript). There are various methods to implement an FSM. This one uses state objects, a state machine, and includes a factory to create the state machine. Logic is contained with the state objects/classes that you create which can tell the state machine to transition to other states. There is support for _on_enter_state and _on_leave_state methods. Other implementations support features like arbitrary events, timers, and probably just other ways of solving the FSM problem which this library does not do. Rather than your state machine having methods to control transitions, the code is handled via the states themselves which contain a reference to the target object (your player node for example).
Convert GDScript classes to C#. A one click solution that may save you hundreds of hours. This plugin offers a graphical editor UI for the gd2cs.py python script. It requires python and the python module "regex". But don't worry, it will detect and guide you through the necessary installs if you don't have them installed. Visit the Github page ( View Files ) for more information. Please backup all your data before using this addon! I cannot be held liable for data lost and damages caused.
Allows you to fade out and fade in the screen with a single line of code. No configuration needed, just install the addon and you can use it. Example: Fade.fade_out(1) This will fade the screen to black over 1 second. You can achieve scene transition with these 3 lines: yield(Fade.fade_out(time), "finished") get_tree().change_scene(new_scene) Fade.fade_in(time) The fade methods take these arguments (only the first one is required): time - time of the fade (in seconds) color - the color to fade to/from. Black by default pattern - the fade pattern. See below. Empty string for no pattern (default) reverse - if using pattern, this will reverse it. Default is false smooth - if using pattern, this will make it smooth. Default is false The node comes with 5 patterns: Diagonal, Diamond, GradientHorizontal, GradientVertical, Noise, Swirl. Just type the name of the pattern to use it, e.g. Fade.fade_out(1, Color.black, "Diamond") You can add custom fade patterns by putting PNG files to "addons/UniversalFade" folder. The name format is: "Pattern<name>.png", where <name> is what you will provide as argument for the method. They should use grayscale colors and they will fade from white to black. Check the repo for more info and some GIFs.
Allows you to fade out and fade in the screen with a single line of code. No configuration needed, just install the addon and you can use it. Example: Fade.fade_out() This will fade the screen to black over 1 second. You can achieve scene transition with these 3 lines: await Fade.fade_out().finished get_tree().change_scene(new_scene) Fade.fade_in() The fade methods take these arguments (all optional): time - time of the fade (in seconds). 1 by default color - the color to fade to/from. Black by default pattern - the fade pattern. See below. Empty string for no pattern (default) reverse - if using pattern, this will reverse it. Default is false smooth - if using pattern, this will make it smooth. Default is false There's also a method for crossfading (i.e. interweawing two screens). It also takes two methods, where only one takes (optional) arguments: Fade.crossfade_prepare(time, pattern, reverse, smooth) get_tree().change_scene(new_scene) Fade.crossfade_execute() The node comes with 5 patterns: Diagonal, Diamond, GradientHorizontal, GradientVertical, Noise, Swirl. Just type the name of the pattern to use it, e.g. Fade.fade_out(1, Color.BLACK, "Diamond") You can add custom fade patterns by putting PNG files to "addons/UniversalFade/Patterns" folder. The name format is: "<name>.png", where <name> is what you will provide as argument for the method. They should use grayscale colors and they will fade from white to black. The pattern directory can be changed using "addons/universal_fade/patterns_directory" project setting. Check the repo for more info and some GIFs.
World of Alpheratz is a simple retro platformer demo game made with Godot 4. Currently it has only one level with basic mechanics, if you guys like it I will continue to develop it in my free time or contact me if you want to help me with the development (it will not be a commercial game). The project (art is not inclueded, they have seperate licenses, see assets_source.md) is under MIT license, so you can use it as a base for your own game and I am glad if you do so.
A realtime SVG rendering plugin for Godot that draws SVG paths on the GPU, allowing for infinite scaling with no additional performance cost for zooming in infinitely. When importing a SVG into your project, choose "Import As:" SVG. Then place a "SVG2D" node into your scene to render that SVG. This plugin is in Alpha testing. See full documentation at https://github.com/Giwayume/godot-svg#readme Report bugs at https://github.com/Giwayume/godot-svg/issues
A resource that can store your InputMap action keys/buttons. Allows for easy customization of controls. To use: - Create a new ControlsRemap resource. - Customize your actions with set_action_key() or set_action_button() (they take InputEventKey and InputEventJoypadButton events) - Use create_remap() to store the customized actions in ControlRemap - Use ResourceSaver on the remap to save it to a file - Later you can load() the resource and use apply_remap() to load the actions from remap. Edit the ACTION_LIST constant inside the script to customize your used actions. Check the repo for more in-depth description.
A resource that can store your InputMap action keys/buttons. Allows for easy customization of controls. To use: - Create a new ControlsRemap resource. - Customize your actions with set_action_key() or set_action_button() (they take InputEventKey and InputEventJoypadButton events) - Use create_remap() to store the customized actions in ControlRemap - Use ResourceSaver on the remap to save it to a file - Later you can load() the resource and use apply_remap() to load the actions from remap. Edit the "addons/ControlsRemap/action_list" project setting to customize your used actions. Includes built-in documentation. Check the repo for more in-depth description.
The addon adds a new "SpinButton" element that think of this thing as a dropdown but the navigation is managed by with next and previous controls. By incorporating this addon, users can conveniently choose options in a horizontal arrangement, thereby enhancing the overall user experience in Godot projects. Features: - Modular Structure - Rich API - Full Navigation Control - Loop mode - Popup - Manipulation - Title & Description - Keyboard control - Mousewheel control - Navigation - Icons - And many more... With SpinButton, you can replicate a theme from many major AAA games or you can create your own unique theme.
This is a 2D, Pixelart, Topdown, action Starter/Template Project that includes all the basics you need to get started creating a game. It includes: - 2 Levels with different tile-sets - Quests - Combat - Talking NPC's - Coins to pick up ..And much more! Consider clicking 'View Files' rather than 'Download' to see the full project on GitHub. There might be a newer version there and you can find more information, links to helpful resources, video tutorials for different parts of the project etc.
Ultimate solution to manage (install/update/uninstall) native modules for iOS, Android, MacOS, AppleTV. It automatically process packages dependencies. It will add gd wrapper for native library into your autoloading list. it has comfortable package settings editor. Now 56 native packages available: - APN - ARKit - iPhone Camera - GameCenter - iCloud - Apple AppStore - AdColony - Amplitude - Applovin - Applovin-MAX (with adapters) - Appsflyer - Facebook - Firebase (Analytics, Auth, Crashlytics, Database, Performance, Remote Config) - Flurry - GameAnalytics - GooglePlay Billing - Local/Push Notification - Multidex - NativeLib-Export - Network - Ogury Choice Manager - RateMe - Tapdaq (with adapters) - Tenjin
It inspects Dictionaries. Improves on the UX of Dictionary inspector editing by - all 3.x engine types supported - editable keys (!!!!!!) - adding entries with one button, never forget to click "Add new k/v pair" again! - when adding, just uses the last edited entry's key/value types - also supports Array and PoolArrays (even nested!!!!), basic support for nested Resource editing - guesses Resource types for easy adding/quickload