Functions for supporting a dice rolling syntax (eg "4d6d1!"). Allows for dice rolls and probability calculations. The syntax supports dropping high/low rolls, exploding/compounding dice, and rerolls. See https://github.com/oganm/dice_syntax_gd for a documentationJump from 1.1 to 2.0 renames a few functions for clarity. Re-visit documentation if updating. (https://github.com/oganm/dice_syntax_gd#breaking-changes-11-to-20)
Kanban Tasks - Todo Manager is a kanban board addon for the godot engine.Features- Renamable stages- Tasks with detailed description and titles- Search in tasks and task details- Intuitive drag and drop usage utilising the godot build in drag and drop- Support for shortcuts *- Categories **- Different stage layouts with multiple stages per column ***- Supports all editor themes including light ones* uses godot defaults because the custom shortcuts cannot be accessed; not tested on mac (would be nice if someone could test)** new categories can currently only be added via editing the data.json file*** the layout can currently only be changed via editing the data.json file
This is an addon for Godot that allows you to very easily add subtitles to your game. This was intended to easily integrate into an existing game and be simple enough to manage for a game jam.Subtitle styles currently supported:* 3D Spatial Subtitles (it locks to the 3D position where the audio originates, or along the screen edge if the sound was off-screen)* Dialogue subtitles.(Handled in a queue so all the subtitles are seen)There are several options available for changes to the subtitles, and the system uses Label nodes for the subtitles, so if you have translations registered, they will translate automatically using the keys you provide.
A Godot's universal serializer for size optimizationFeature:1. Without losing type information. Need not type detection andforced typce conversion in Cross end transfer，just like local parameter transfer.2. Integer and float are variable length serialization.3. The serialized data size is smaller than JSON text to utf8 and the native serialization method (var2bytes ()).GUS is especially suitable for the serialization of structured small dat transfer in multiplayer games.You can call GUS._test() to view the data size comparison after serialization in these three way.How to use:1. Modify the configuration definition constants at the beginning of the script as required.2. Pass variable which without Object and Eid into GUS.to_bytes() and gets the serialized data for sending through any network peer.3. After the remote network peer obtains the serialized data, passe it into GUS.to_var () to get the same variable as before serialization.Additional: The obtained serialized data can be passed into GUS.get_ pretty_ json_text(), a beautified JSON text will be return, which is for printing and display when debugging.Be careful:1. The configuration definitions of cross end applications should keep the same.2. Array and Dictionary should not contain Object or RID.3. Because of implementing by GDScript, although the serialized data size is better, it will cost lot of time when serialization and deserialization large array(both Array and PoolArray), you should avoid to use GUS in time sensitive case.TODO:1. Write GUS 2.0 applicable for godot4 X .2. Write as C++ addons to solve the problem of low efficiency of large array serialization.
A Godot addon to help create and use branching dialogues in your game project.Features include: Dialogue Tree editor Open, Edit, & Save multiple files Multiple Dialogue Trees per file Built-in tester for your dialogue trees DialogueBox node to run your dialogue trees in-game Easy to understand export files (JSON files) Easily extend/add more nodes for advanced functionality
A Godot plugin that ports sfxr, the popular program of choice to make retro sound effects for games.You can use sfxr sound files like regular audio files in Godot and edit sound files like in the original sfxr.
This plugin adds a new type of node that combines the features of the NinePatchRect, the Button, and the TextureButton, with the NinePatchRect being used as the base. We also added a customizable sound system, which allows you to assign sounds for some of its functions such as pressing it or hovering over it.If you have any feedback, be it a bug report, a suggestion, or a feature request, feel free to open an issue on GitHub. All we ask is that you try to label your issues suitably with the provided labels and that you try to prevent posting an issue about a topic that an issue already exists for. If an issue about a specific topic already exists, please do not create a new issue (although you may post a comment to an older issue about that topic if such an issue already exists). We will greatly appreciate any kind of constructive feedback you can give us.For more information on how to set up the plugin, what the NinePatchButton's many properties do, a changelog, why we made the plugin, and what our plans for the future of the plugin are, as well as download links for past and current (public) releases, feel free to check out the plugin's GitHub repository.Links:Talltale Studios GitHub page - https://github.com/Talltale-Studios
An extendable calculator that can be used with mouse or by typing. Uses the Expression Class, which supports most functions GDscript supports.
Terraria-like inventory system.This asset have the following systems: storage, load, inventory, item data, custom mouse cursor.You can create your own items, storages + ui to them, custom cursor.Also you can add hotkeys like shift+click to equip etc.Everything else is described in readme file on GitHub.
SimpleKnob is a UI knob control for Godot 3.x intended to be a drop-in replacement for standard HSlider controls. Themes and overrides created for HSlider should "just work". Includes customizable grabber pointing orientation (inwards/outwards), knob thickness (Values < 100% create hollow or arc knobs), notch (arc) width, decimal padding, and title/value positioning.Update history:1.11: Added an option to restore the original knob behavior where the value can only change relative to the previous one rather than snapping to the closest value to the mouse position on first click1.1: Fixed input events being consumed when the control shouldn't be visible, such as when obscured or in another tab. 1.0: Initial version