My godot framework help you to create your own 2D plateformer game without coding anything on Godot engine. READ THE DOC !
Simple top down shooter made in this tutorial: https://www.youtube.com/watch?v=5vYI_mgERBU
Simple platformer made in this tutorial: https://www.youtube.com/watch?v=NScngW8vxK8
Emulator-style pixel upscaling algorithm. Ported from the SameBoy to Godot 3+. Works similarly to hqx at arbitrary precision.
Makes it easy to use an alternate form of window scaling that better preserves the apparent pixel sizing.Includes a bilinear filtering shader and a scene that uses it for window scaling. This prevents variations in pixel sizes at resolutions that can't be divided perfectly, while keeping pixels well defined. Especially useful for pixel art games.
Simple Doom clone I made in this tutorial: https://www.youtube.com/watch?v=LbyyjmOji0M
This addon allows the rendering of "3D images" enabling volumetric effects.Version history:- 1.3: Moved the volume generator to the editor.- 1.2: Added dithering and blending modes.- 1.0: Initial release.
The user inputs the size of the map, the sprite of the tiles, and the number of tile. The asset then generates a random map each time the user calls its funtion.The asset is an entire godot scene that already have a map with tiles as an example. To change it you must create your own tilemap and edit the script.
A "3D pixel-perfect outline" shader for Godot 3.
This is a water shader with optional chromatic aberration, it has some options to tweak like tilling (To adjust waves scale), Murky ramp (To make it more or less "cloudy"), water tint colors (To make muddy water o caribean like), etc. It problably needs some optimization or has some bugs (since is one of my first incursions in shader coding) so please you are welcome to post issues or improvements.Only works on Godot 3.x, with GLES 3 backend for now.
EasyBlend is a shader which allows you to set a custom blending mode for your canvas item. Included are many of the blending modes you will find in common image editors. The blend is applied based on a 2d lookup table per color channel in the form of an input texture. This allows plenty of blends in addition to the ones shown, such as colored fogs and underwater effects.Update 1.1 (18 Sep 2018): Added an "Enabled" property and fixed the default intensity to 1.0.
Contains shaders for* Julia fractal* Mandelbrot fractal* Sierpinski carpetRead description on Github to see how to set it on ColorRect